#of imitating/tracing to developing your own style but w my stuff
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wish i had a consistent character to show for this, but since i don't i just used icons :0]
blank template for those that want it under the cut

#different urls at the time of posting each of these too. from uglyramen to vhsanimal to girlboyburger#slowly my lines get thinner and thinner...#this was rlly cool to put together actually. i ended up digging up like#2016 and before art too#like 2015 is when i became a furry#its rlly evident that i used to just mimic the art styles of furry artists with styles i like#like straight up i found pieces tht i traced (didnt post) from like. okamiwolven and ashketchumsays (i think they go by luxebites now?)#waves my hand#its neat. idk. ive stumbled across pieces in the wild of young slash newer artists clearly referencing or tracing my art#i never thought id be the artist that ppl would learn through like that#im not encouraging creditless tracing btw. but. idk. its hard to articulate the kinds of feelings i get from seeing the cycle#of imitating/tracing to developing your own style but w my stuff#i think it makes me feel nice#its cool that some ppl find my art inspiration or aspirational in that way#this isnt like a weird humblebrag or anything btw its just cool#its also RLLY neat to see the things i was clearly trying to do come through stronger over the years#the lines on the coat of otto in the first icon was my attempt at including crosshatching esque texture#and now i do that For Real with cow's hair and more recently with shadowing#shrugs#ive rambled for too long now. hello tag reader. i hope u have a good night#my art#art style timeline
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Just ignore this if it’s been asked before, but how did you come up with your art style? It’s very unique and I’ve never seen anything else like it.
Thanks a lot! For me, it’s just been amassing a huge portfolio of artists I really love, and incorporating things about their work that I like into my stuff, slowly but surely making it my own. For example, I started doing the really flushed noses w the white spot of highlight on the tip mostly because of the artist phobs--they don’t do that as much anymore, but they did a lot of tutorials back in the early 2010s that really helped me as a young artist.
And the artist that helped inspire my habit of “outlining” certain parts of the body (ie the circles around the eyes and knuckles) was definitely Adara Sanchez--she’s a huge influence on how I draw hands and arms, especially, though if you go to her instagram be prepared for a fair amount of NSFW work lol.
So to answer your question, a unique art style is just something that will hopefully happen organically as you grow and develop as a creator. As a young teen on DeviantART, I definitely did my fair share of style stealing and, embarrassingly, even a bit of tracing parts of other artists work, which is something I’m obviously not proud of. But my biggest recommendation is to have a wide variety of inspirations: don’t limit yourself to just one genre or one idol. Then your stuff will just start looking like a poor imitation of theirs. Here’s a little piece I made a few months ago with a list of some of my biggest inspirations: would recommend checking them all out!
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Hello! I've recently discovered your blog and I absolutely adore your artwork and your style I was curious as to whether you were a self taught artist or if you've taken classes (if that's not too personal a question). I love to draw but I've been in such a rut and have yet to find an art style of my own. I've never taken classes but have considered doing so however I don't really know where to start. Is there any advise you'd be willing to share? Sorry for the long ask! 😅 I love your work!!!❤
heya and thank you!! I’m self-taught, I do art to blow off steam lol. Since you mention being in a rut I think you’re asking more about developing style rather than getting started with art in general?
I got an ask way back when about finding your style, but to elaborate more, I think developing your own style is a natural outgrowth of two factors: (a) growing your basic technical skills and (b) discovering your art quirks/habits/likes & dislikes.
Base technical skills. Broadly speaking, and w/o knowing anything about you, classes are always a good idea if you’re starting from scratch/wanna level up your art fundamentals. Once you have a minimum understanding of fundamentals like anatomy, composition, color, etc., you’re better equipped to put your own spin on things. Classes are probably better if you feel like self-guided practice (e.g. figure studies) isn’t helpful on its own. and then...
Steal like an artist. Observe a lot of art you like and think about why you like the work. (Having that “art language” from understanding technical concepts helps ‘cuz you can more clearly articulate to yourself things like “the line work in this piece is really great” or “I like how the artist uses color to carve out negative space” etc.). Imitate techniques you find interesting (just don’t trace or steal other people’s work!!) and then...
Draw a lot and draw stuff you like a lot!!
Style develops over time when you incorporate things you like into the way you process your own mental imagery. Your gut feelings and personal habits bubble up as you develop style, like for me, I just like drawing with thick brushes and dark, clearly-defined lineart, simply bc it feels satisfying.
Overall--having and growing your technical skills is good, but don’t feel 100% shackled to it either. If you don’t box yourself in to too much thinking about making “proper” art you’ll have more room to discover the fun art and aesthetics you like (*꧆▽꧆*)
(I babbled before too about developing your style and skills piecemeal--growing as an artist doesn’t have to be super srs bsn, though there’s obvs nothing wrong with going at it that way, too. Everybody learns in different ways...you have to find the right balance between guidance and self-exploration for you)
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Mind The Gap
I wrote a little bit about how I started playing this game as a kid, but didn’t get to finish it until many years later. I first played it when I was 9 and played it occasionally for a year or so. It’s easy to get stuck in the game, especially when you’re a kid. I can remember making it to the other side of the mirror maze for the first time, and quickly realizing that I reached another dead end (a card key was required to advance), and I remember being trapped in the section of labyrinth that’s past the mountain road- it was a while before I found the helmet, and for a long time, I felt like I reached a hopeless dead end with the construction site. I never put the pieces together that the numbers on the wall corresponded to the tile puzzle in the movie lobby. Even then, I’m not sure if I could have figured it out.
Some time later. I’m thinking I quit playing it after I had seen all that I could see with my progress, I remember noticing some other kids playing the game and looking around at everything. It was fun to just “look”. Actually, it’s still fun to play the game just to look around, and I still hunt for images, usually in the form of close ups and weird angles, that I’ve never seen before, but back then, it was the mid 90s, and we all feel in an interesting Goldilocks zone. A few years older, and we would have been adults, and maybe the novelty of the game wouldn’t have been marked with so much heart pounding excitement. As a kid, the imagination does wonders to extend those 8 bit images on the screen. How I wish I could still get THAT excited and lost in my own made up world at the sight of some pretty images. Had we all been born a decade in the other direction, computer games- even computer technology in general, would be taken for granted and there would be no novelty from such a game.
Anyway, they happened to look at something I never paid attention to- the door to the south was sealed with a large screw. My mind immediately connected it to the ACME screwdriver, and my jaw dropped.
I convinced them to let me take control of the game for a minute while I retrieved the screw driver from the other end of the Labyrinth. I remember the three of us being on the edge of our seats as we bravely opened the large metal door and stepped out on that dark city street:
And before we can venture too far out, we’re struck by lightning! I’m sure we jumped, but it was followed by:
And then it went to the Surreal Maze, a place so bizarre, the game was unable to map it.
It probably took a few days or longer to get past the maze, and I arrived at the Ziggurat, and found a way to open the doors on the sides of the steps up to the top, but when I got inside:
And the game wouldn’t let me continue because it was “too dark”. I reached another dead end, and years later, I found out that this was the kind of dead end that you can’t undo.
And this was as far as I got in the game, and shortly afterward, that was the last time I played that game as a kid.
IT DROVE ME NUTS! What was inside that Ziggurat?
I also wondered about that city street, and the red light that foreshadowed your inability to cross the street. Because of the illustrations on your map, it’s obvious that there’s no where to go, but as a kid, I believed there had to be a way to get into the garage, or enter one of the buildings on the side. I even waited patiently for the light to change color. I wondered about what was across the street, too.
And for a game that had such a WOW! factor for me, it haunted me. I no longer had access to the game past a certain point. I tried to set up a time to purchase that very copy of the game even though I didn’t have a computer, let alone a Mac, that I could play it with. I would be a little more content if I just had that orange and black disc, but it never panned out.
For the next nine years, I would have the occasional dream about what came after the Ziggurat. I’d dream about night time at Revolver Springs, I’d dream about that damn Subway, and that feeling that something strange was about to happen. I remember dreaming about an area where you free fall in that endless sky... which is probably closer to the scenes at the end of the game than I realized, minus the falling part, and I remember dreaming about fantastic two story library with a spiral stair case. I think I was under the impression this was the end of the Labyrinth.
In wanting to have that experience again, I’d think about scenes from my own life, and how it’d be framed on the game screen with the icons at the bottom:
Somewhere in time, I discovered Art Deco. My love for Art Deco is connected to this game. Anytime there’d be a TV show that’d use the stock music heard in the game, I’d stop whatever I was doing and listen. There was a local commercial that used a different cut of the “sad piano” music (pastoral colours). Nickelodeon had access to the same stock library. There was one of those news stories by Linda Ellerbee that used the track, and there’s a classic episode of SpongeBob Squarepats all (six or seven) Labyinrth Heads like myself remember- the Hall Monitor episode where Patrick- alone at night with a walkie-talkie going “WEE WOO... WEE WOO” (a bad police car siren imitation) while he thinks something horrible is stocking him down an empty street.
There was an episode of the show Dream On that used the track, too, but I know nothing about the show, or the episode, or what was going on or why it was used.
My taste in music was no doubt colored by the game as well. I love stock music.
Back to those “in between” years, the internet became a more common thing to see and mess with when I was in middle school, and I’d eventually find the game for sale on eBay, but I had no way to get it... and still no way to play it. HA!
Then in 1999, I found a walk through of the game. This is the very reason I am extremely stubborn about going online for help when I’m stuck in a game. For all the “haunting” the game did, I ruined the game by reading about what followed post-Ziggurat. I learned that you needed to flip the levers in the Museum, and then- MOST IMPORTANTLY, go into the mine room, close the door, and find the lantern hanging, which was required to continue into the innards of the Mayan Ziggurat.
So... fast forward six years later, it was still “heart pounding” to see all these new areas, to see what that gold key unlocked, to see the inside of the Ziggurat, and to see what was on the other side of that strange door in the Cretan Maze. There was certainly more to see, more to do, but it all felt hollow because I knew what to do. Even though I read that walk-through years ago, I committed it to memory.
My first PlayStation game I ever owned (and still have) is RPG MAKER. Great game, great to use as a title maker when making home videos on VHS, and it taught me a lot about game programming. My own game development never got close to completion, save for a really lousy “port” of The Labyrinth of Time I made- this being before I finally got the actual game. I wonder if I still have it on one of my old memory cards. I bet I do.
But... yeah... it was great to experience TLOT again, but it was, at the same time, hollow, because there was nothing left to do but get to the end of the game, there was no idle exploration, no head scratching, just an attempt at closure.
But the game itself isn’t what makes it so special. I’m surprised that fans of vaporwave haven’t discovered this game. As my father might say, they’d be all over it “like stink on shit”. THIS is definitely a game that has...
Aesthetic. . .
The ray traced images, the 80s stock music, even the fact it’s a forgotten game would just make their heads explode. I’ve always said the game is like an art gallery or museum. One scathing review of the game when it came out suggested that TLOT should have been stripped down to its images and sold as cut rate clip art. Rather than take it as something bad about the game, it should speak to the quality of the art... and the...
Aesthetic!
I know I shouldn’t expect Bradley W. Schenck to make Labyrinth 2, but... DAMN! I wish he’d revisit TLOT in some form. It doesn’t have to be a game, if he’s sworn off ever working on a video game ever again. Back when I had money, I would have paid a nice sum of money to get large prints of scenes from TLOT, and I would have bought an equally expensive poster frame to hang it up in, too.
Anything from the Surreal Maze would have been amazing, especially if they were lenticular holographic posters. I loved the colors and patterns in the Mirror Maze, the detective’s office... really, only the most mundane settings would fail to get my money, and they were few and far between- like I probably don’t want a poster of a cave wall, or the gray muck that was the passageway to King Minos’s tomb... but if that were it, I’d probably cough up a few bucks anyway. These days are different, though, as far as my money is concerned. If my situation improves, I need to check out some of the writing BWS is doing these days, which feels like an extension of the “retro futuristic” stuff we see in the game.
I wish I was more motivated. I’d love to learn how to make ray traced 3D images, and see if I can emulate the look and feel of the game. I’d love to learn how to code to the point of being able to create a TLOT style game with a similar engine. The game doesn’t seem that complicated, but it’s still beyond my puny abilities to make a game.
Nonetheless, it’s on my bucket list.
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