#13@rt
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magistressed · 6 months ago
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to me learning about the lore of rtumblr is like how sometimes someone will make a really elaborate and specific post and another person will reply like "damn this sounds just like homestuck" and everyone is just like "What the fuck is homestuck even about"
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fad1d · 23 days ago
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*yawns*
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rtgame-fun-facts · 2 years ago
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RTGame Fun Fact #13
von Karma no!
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toronto-subway-workcars · 2 months ago
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Sightings @ Davisville Yard, 2025/04/27, 3pm
RT-13, RT-14/15 (asbestos abatement crew?) RT-38/39 (structure maintenance) RT-62/63 (structure maintenance) photos from my dad. thanks dad! RT-13 sitting on its own while RT-14/15 are together on the other end of the yard feels a bit sad to me. they'll get back together someday.....
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mashamorevvna · 2 months ago
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if emelina compartmentalises taking heinrix's virginity, did it even make a sound?
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the-physicality · 5 months ago
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one more thing on unrivaled.. .ppl are being weird about tash getting physical with other players.. first rickea and now angel... let's be serious if this were dt you'd be eating it up.... she just gained the gene by osmosis, chilllll
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klainelynch · 2 years ago
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The gulf between the critics' opinions and my opinion on Uptown Girls cannot be overstated
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calvincell · 1 year ago
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In between sessions of Unicorn Overlord, I’ve been replaying Vanillaware’s previous masterpiece 13 Sentinels. I was 2/3rds through it a few years ago but the experience was so fuzzy story & gameplay wise in my head that I’ve just decided to start over from scratch.
The distance only made me recall how gripping the game is in every aspect but I have to give special specific praise to the combat. The blend of mecha action x real-time strategy x tower defense is truly inspired & evocative. Just like in Unicorn Overlord, each time a battle ends or if I turn off the game, I have an itch to engage in just one more battle. Despite the simplistic holographic representations of all the units, the mix of art design/aesthetic & combat skills still has the effect of feeling like you’re truly controlling a squadron of giant mecha against deadly kaiju in ways that honestly beat out some similar mecha strategy games I’ve played before.
It’s genuinely a paradigm I’d love to see cribbed in other games. Just thinking about it off the top of my head, I’d love a similar gameplay experience where the citywide mech battles were replaced with squads of superheroes vs hordes of attacking villains & their minions.
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orange-enjoyer · 1 year ago
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YIPPEE VIC IS STILL DEAD SO LONG SUCKERS. THATS WHAT YOU GET FOR TRYING TO RETCON HIS DEATH.
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imperotenebre · 1 year ago
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13 Sentinels Aegis Rims PS4 gameplay - prime impressioni
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Una vera perla da scoprire ed amare
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mikeywayarchive · 6 months ago
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Riverside Theater, Milwaukee, WI // Dec 13th 2006 // CJ Foeckler
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sillyfudgemonkeys · 2 years ago
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*sees frustrations with upcoming atlus games and raises up vanillaware games with unicorn overlord coming up* ONE OF US ONE OF US ONE OF US
*gently pushes it back down* I'm really sorry anon. ;w; I don't think it's for me...... :( But I'm happy you're excited :')
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fad1d · 10 days ago
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tapu village-roto
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covering mt 07 2022, covering mt 03, covering voiture 04, covering 1200 rt, covering 1250 gs, covering 106 prix, covering 118d, covering 107, covering 135i, covering 13, covering serie 1 bmw, covers 14 pro max, covering 406, covering 49
covering mt 07 2022, covering mt 03, covering voiture 04, covering 1200 rt, covering 1250 gs, covering 106 prix, covering 118d, covering 107, covering 135i, covering 13, covering serie 1 bmw, covers 14 pro max, covering 406, covering 49
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toronto-subway-workcars · 4 months ago
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Sightings @ Davisville Yard, 2025/03/01, 18:00
RT-41 (tie tamper) RT-13 (asbestos abatement)
very uneventful day at davisville! RT-13 being on its own is a bit worrying :( I haven't seen RT-14 and RT-15 in quite some time and I'm starting to worry that they're the two mystery scrapped trains. fingers crossed that they're just getting maintenance done in the shops or something!
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badgertracksart · 2 years ago
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Portfolio advice, from a lead who hires Concept Artists
(This was originally a twitter thread I wrote before the site self imolated, hense it's strange structure.) I wrote this after a weekend of portfolio reviews - 1. Like a maths exam, please please show your working. I want to see thumbs options, mid options and of course a final design.
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2. Arrange your portfolio, I don't want to bounce about between subject matter and pipeline. Your portfolio's narrative should be as strong as your work... 3. Please make worlds that excite the viewer, make them want to go in and explore them, explain to them the interesting parts of the town, or the way the character's hat unfolds. How will this draw the viewer in? 4. As I've said before the majority of your project work is explanatory not mood, make sure your portfolio contains explanatory work. Explained here -
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5. A lot of beautiful post apocolyptic paintings, , but 80% of realistic games and film, we just give the environment artists photo ref, they are capable artists in their own right. Different work in stylised where you do need to create rules for how things can be translated. 6. Production art contains call out sheets, material references and flat graphics. This doesn't have to be your final image, but it should support it.
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7. Design characters on a swatch(es) of the environment they will be viewed in. Not on white. I make swatch backgrounds from screenshots, it avoids assumptions that damage readability. 8. Reverse of this, put people in your environments, show me the scale.
9. It's not a deal breaker for a review, but if you intend to get a job, please show me your work on a screen larger than a smartphone (print outs probably the cheapest option with the best battery life). 10. Please have your contact details clearly visible, and by that I mean email address, I will not pass your social media contact on, I cannot input your form into my tracking system. EMAIL ADDRESS emblazoned and bake it in, sometimes recruiters do funky stuff to pdfs
11. Your portfolio will never feel done, not to you anyway. You will have learnt from your latest pieces and want to apply it to older work. But we know art is a journey. Send your portfolio anyway. I've been in the industry 10+ years and my portfolio is still not 'finished'. 12. If you are applying to an environment centric Concept Art position then please vary your times of day! Golden hour is cool but show me some happy sunny days, looming overcast days, what about at night? Vary your weather too! Sunny snowy day? Rainy Spring day? Stormy night?
13. If you are applying for a character centric Concept Art role then please ensure your portfolio shows a variety of body types and ethnicities. 14. Designing characters for games? Please show back views and feet (!) Many potfolios contain only front views. This is a problem because:
You haven't shown you are considering the design from all angles.
In many games rear view is the main view.
Stop cropping feet.
15. If you are entry / graduating and looking at Portfolios to compare content and standard of yr own work too, look at hired grad/junior artists as opposed to seniors Seniors and leads often have old or personal work in their portfolio which isnt representative of the day job. 16a. Show clearly the intended use case for your Concept Art. Mention the game type in the description. Are these player character designs for a 3rd person adventure game? Then more back views please. Bonus points for diagetic ways of showing health / equipment / role etc.
16b. Are these designs for an FPS? Then really the player view of the gun needs to sell the player style/ choices, in an FPS your weapons are almost your character. Are these world designs? What's the view distance? For an RTS your shapes need to read from above & a distance. 16c. The lack of clarification means I am judging the design in isolation, which both harms the design (you might be considering the backview of a char as the main adventure character.) Or an NPC, their waist up expressions may be important for conveying exposition and mechanics.
16d. Concept art is not separate from gameplay, great concept art serves the game team before it is a good illustration.
17. Play games. A variety of games. Think about them. IMO to be a good concept artist you need to understand the common language & references used by your peers. Also understand the principles and common language your audience are used to. FPS design rules are v.diff from RTS.
18. There are many skills that are needed in concept art, please show them. For example: Graphic design - logos, liveries, typographic use etc. VFX concepts - Abilities, Ambience, motion concepts. Architectural knowledge - How buildings are built! & more but I'm out of space :O
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