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MICHAEL TALBOT ;
the holographic universe • 1991
what if reality isn’t as solid as it looks? what if it’s more like a projection from something beyond?
TALBOT explores an idea—taking principles from the legendary physicist DAVID BOHM, and neuroscientist KARL PRIBRAM that suggest that behind the projection, there's interconnected existence.
in THU, quantum mechanics connect to paranormal experiences where current technologies fail, and this suggests that consciousness might be non-local, influencing reality like the observer effect.
these cases follow: telepathy, near-death experiences, synchronicities, and psychic abilities.
¹ ˙𖦹 *∴ A HOLOGRAM BRAIN
KARL PRIBRAM, in his research, realized that memories were not localized to any specific brain region, and, inspired by the holography concept, began to explore how the brain processes and stores information, leading to the holonomic brain theory.
the brain has FOURIER-LIKE PROCESSING, rendering information using wave interference patterns.
╰╼ a fourier transform is a math construct that takes complex signals (like sound waves) and breaks them down into simpler parts (like individual notes). your brain is doing this with information all the time, i.e;
— you suddenly remember a song you haven’t heard in years.
— a childhood memory pops up randomly.
— people with brain injuries sometimes recall after amnesia, or even access entirely new skills and epigenetic memory.
in these moments, your brain isn't like a hard drive storing data in little compartments—it’s more like a receiver, tuning into a bigger field of information.
and if that’s the case, is your brain creating consciousness, or is consciousness something bigger that your brain is just accessing?
other theories state that consciousness is a fundamental aspect of the universe, with the brain acting as a receiver or filter, it's the blueprint that allows the brain to do what it does, or even better, a physicalized avatar of consciousness, the same as the body and the world.
²˙𖦹 *∴ A HOLOGRAM REALITY
In the 1980s, DAVID BOHM thought mainstream quantum physics was missing something. dissatisfied with conventional copenhagen interpretations of his time, he proposed that reality itself is a projection from a deeper, invisible order—like a video game rendering a 3D world from 2D code.
consider: you think about someone, and they text you. you think of a number or an animal, then you see them everywhere, you convince yourself so thoroughly that you'll fail your driving test, and do so spectacularly awful it feels prophetic.
coincidence? maybe. or maybe your brain is tuning into a frequency—filtering reality based on what you’re focusing on—just like the sims 4—where the game only loads what you’re looking at.
physics states that particles remain connected even when they’re light-years apart. this is called nonlocality; everything in reality is deeply connected.
in bohm’s holistic view; these connections undeniably imply an “unknown and undescribable totality” which he calls the “holomovement,” which is the fundamental ground of all matter or; implicate order, which our observable reality, aka explicate order, comes from.
even black holes are theorized to store reality on their horizion surface, like a hologram—so what if the whole universe does the same? if our reality unfolds from a largely unseeable, unknownable infinity, it's right to call it a projection.
³ ˙𖦹 *∴ TIME, SPACE, MATTER
if reality is really holographic, then time, space, and matter are illusions emerging from a deeper level of unity.
we've already connected non-locality with space, so what about the other two? in quantum physics, TIME doesn’t always flow the way we think it does.
entangled particles not only connect to each other, they can also act on each other across what appears to be impossible distances in no time at all.
time dilation (proven by EINSTEIN) shows that time slows down near the speed of light, shows that time is relative.
even in daily life, time feels different depending on what you're doing (boring class vs. fun weekend). that's why we have calendars, watches, units and systems to measure something that, otherwise, doesn't exist unless we're paying attention to it.
as a matter of fact, ‘time’ seems to happen without time. the projection we watch (our observable universe) still follows its own internal “script” that includes processes like aging and cellular decay. even if you don't know time, you know progress, because you expect it.
okay. what about MATTER? when we look at the world around us, everything seems solid, right? your phone, your chair, your body—all solid objects. but at the smallest scales, where they become particles, collectives of atoms participating in unison, none of these things behave the way we think they do.
even stranger—particles (like electrons or light) can either act like solid little particles (like a tiny ball) or like waves (like ripples in the water), when we observe them closely. they “choose” to behave as particles.
this means at the most basic level, matter isn’t really “stuff”—it’s more like potential until we observe it. it’s only when we look that it “decides” to act like a solid thing.
⁴ ˙𖦹 *∴ SHIFTING W/ HOLOGRAPHIC MODEL
if we take the holographic universe theory seriously, reality is a hologram, then your consciousness is the projector. shifting should be as simple as changing the film running in that projector, right?
yes. and you've shifted so many times! it's just that the more you ‘try’ to shift, the more you reinforce a reality where you're trying to shift—not the one where you've already shifted. and your brain filters out changes to keep you itself stable and safe. this is why reality feels so monotonous, even though it's constantly shifting in little ways.
to break out of the loop, you need to glitch reality—enough that your brain stops autopiloting and lets your consciousness move freely. it's important to note you're not traveling anywhere, you're just wiping your glasses—aka, consciousness, the lens of your reality.
STEP ONE
the fact that you even know about shifting means it’s already happening. you’re just stuck in the “trying” loop. reality runs on predictable patterns, and your brain fills in gaps to make it feel stable. naturally, the quickest way to shift is to mess with that stability.
here are some ways to do that, stick with one or two of them or all of them, it doesn't matter:
— walk into a room and act like something changed (without checking). even if things look the same, in your mind, keep running the “program” that you're already in your dr.
— misremember something on purpose (“Wait, wasn’t my blanket blue?” Even if it never was.)
— when you do anything, like check your phone, act like it’s your DR phone. what would be on your screen? if your DR has no phones, imagine you’re reading a book or getting a message another way.
— if someone talks to you, mentally swap their words for what they’d say in your DR.
— throughout the day, remember that you shifted, mentally say: “Wait, when did I shift?”
— or ask yourself: “Wait, what was I doing again?” (in your DR) it doesn’t matter if you don’t “believe” it, act like it’s obvious.
STEP TWO
notice how you shift realities when you least expect it? when you’re half-asleep, zoned out, or so exhausted you stop caring? that’s because caring too much locks you into your current state.
— before bed, or when making an attempt, prime your mind by saying: “I actually don’t care about shifting anymore,” or “Shifting isn't so important after all.”
you’ll either 1) shift because you stopped resisting the process, 2) wake up feeling slightly different, which means you did shift but your brain is pretending nothing happened.
NOTE
if it feels weird, good. that means your brain is questioning it. when your brain starts doubting reality, it will try to restabilize by convincing you, “this is normal, nothing happened.”
your consciousness moves faster than your logical brain, meaning 9/10 you literally shifted—but your brain is reconstructing old memories to keep things feeling ‘normal.’ so if you keep asking, "did i shift?", you’re just reinforcing your old reality.

#unsunderedsaia#reality shifting#shifting blog#shiftblr#shifting realities#guide#law of assumption#shifting community#neville goddard#manifestation#loa tumblr#loablr#loa blog#success story#instant manifestation
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So i ve done the main story in infinity nikki and im gonna stop playin now, before i squeeze the game dry of content and have nothing (new) to do on release.
Time for a lil review/thoughts post


I m not gonna review every single mechanic in the game, simply things that stood out to me or that i wanna talk about. I also wont add more images, i kinda want ppl to see the world for themselves... i ll share more when the game comes out tho.
There s a lot of text under this. Tldr, i like the game i think it's a solid, enjoyable experience with a good gameplay loop, the story isn't for me, and i'll keep playin of course. And u should try it too if ur device wont blow itself up tryin to run it.
Dress up
The bread and butter of Nikki games... it's good as usual. Game doesn't shy away from long skirts or coat tails or complicated ballgowns just cuz nikki can run and jump and dash now and i'm very happy bout that. There's some clipping issues once in a while, but it's nothing major and the clothes we do have in the game are lovely. There s an evolution system for some of the sets, which makes em a diff color.... usually they can evolve once, but i saw Three extra evolutions for one of the UR sets and that scares me. Bcs to evolve them u have to craft the suit again. So u have to pull 4 copies of a suit to max it out..
Combat
Game's definitely succeeding in its quest for being cozy. There's no real stakes, combat isn't difficult in the slightest but i do welcome it- super simple but it's pretty fun regardless. The boss fights were surprisingly creative and fun for what they are, it's just unfortunate that you have to do them more than once or twice (crafting mats)- but they do change what the boss does so it's different depending on what mat u are farming for... and u can claim double or triple or however much stamina u got-le of the mat after u complete it once. So that s rly nice.
Exploration
I actually think it's really really good. Again this isn't a difficult or complicated game, not yet i guess... but with the major goal being "get new clothes" and "take pretty pictures maybe", the open world feels actively engaging to participate in. There's collectibles everywhere, little challenges you can do that are diverse but quick, styling battles, collecting everythin from animals fur to bugs to fish, and allll of this brings u closer to that never ending goal of woo more clothes.
However even if a challenge doesnt give you a blueprint, it's still just. Really Nice to exist in this world. It's very whimsical, as expected of Lilith, and the world has a combination of realism and cartoon artstyle that is just soso appealing to me. It's genuinely how i would've imagined miraland to look in 3d. Shame it's not the same miraland we know..
Story
Hmm... silly is one word i could use for it. Cute also. The story isn't doin anythin bad per se, and i did start skippin dialogue near the end w the pieceys because i want to keep at least Some part of the story for the game's release... but i get the gist of it, and it s just not my thing.
It feels like a story made for children, and it definitely would get a G rating. Easy and simple to follow, there's moments of tension or sadness sure but with the antagonist bein a literal babie lookin cutey fairy with a grown man's voice, or the creatures that i'm interacting with are a bunch of. Fuckin weird lookin big eyed balls of fabric that look closer to plushies than somethin Alive... it's all so silly and dramatic sometimes i can t help but cringe.
Part of it is a me problem, if u just open ur heart and free urself from the cringe the story is fine. It's just a little too kiddy for me and i so desperately hope it won't stay like this forever. My prayers might be answered though, there's a whole war beyond the borders and we have refugees around... shit's lookin bad for Umbrosa.
Other things i noticed that i liked:
The effect on nikki's skin when it's raining, she actually has water dripping down her face... its so cool
Momo capes are actually kinda neat ngl. Especially cuz the fucker follows u around everywhere, at least i can bedazzle him
Npc models look really good im a fan. They do suffer from "everyone is very beautiful" syndrome, which makes some of the npc villains look/sound ridiculous, but they have kid-teen-adult-elderly versions of models (i never see teen models in these games! Its cool!) And some body variation. The grandmas look so lovely i cry
The dark skin tone is really dark, and it looks quite nice and natural.
The lighting engine in this game is just rly good in general. God bless UE5
The edges of the map where there s forest, which u obv cant go thru, the forest is made to be darker, thicker.... i m a huge fan of this idk y. It's not just *invisible wall in front of an open field* nopee cant go there lets explore that area later tee hee. And it looks good to boot.
Camera function is p robust, has more options for changin brightness/saturation/contrast etc which i feel Shining Nikki lacks.
Some of the creature designs are so good man i looove themm <3.... the pieces are awful tho. Ok creature design is a hit and miss sometimes but the stray hatty? Peak. All the weirdy fashionable animals? Peak.
Bein able to quick switch thru ur saved sets while in the overworld is real neat
Oke that was it. Bye
#infinity nikki#if i was a reviewer i d put more effort into the presentation of this game but#im not and its 4 am so
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Plotting out "Boto" (Disney Musical)

Make sure to check out the summarized version of this and other stories in my post about the second part of the Resurgence Era! (And disclaimer: this post is a quick creation that is not the result of years like an actual film would be, and thus may not match the storytelling/music that properly reflects the culture.)



Background
Following the success of "Encanto" and positive reviews from the Latin American community because of it as well as Disney's significant Brazilian fanbase, Disney opts to do a fantasy musical set in Brazil. They immediately tap Lin-Manuel Miranda to do a musical again, and it's said that they considered him being a writer/director for the film, but decide instead to search for Brazilian talent. Walter Salles was a contender to direct the film, but Disney opts for Luiz Bolognesi to direct it, writing the screenplay with Alê Abreu (though Jared Bush does make some story contributions). Disney takes from the Brazilian legend of the boto--a dolphin who can take on a man's appearance and seduces women--as the basis, though Disney reflects on the fact that they've only had one mermaid movie, and opt to make the boto a merman instead, with the main protagonist being a mermaid for a significant portion of the film. Another significant change was going from making the film in modern Brazil to making it a medieval kingdom heavily influenced by Brazil to make it feel more Disney-esque. Given Brazil's significant Black population and the mixed feedback Halle Bailey's casting as Ariel received, Disney opts to make the lead Afro-Latina. As time, her background is refined with her boto father going from a European-looking man (inspired by Aquaman) to an Indigenous-looking man, and her mother, who was originally of African descent, is changed to an Afro-Asian woman with Japanese ancestry. Disney originally planned to make the film 3D, but felt like 2D would be cheaper for water effects, as well as taking influence from anime, such as "Pokemon" and "Ponyo."
Plot

Naiara grew up with her mother and father, never having a want or desire for anything, save for more self-confidence, being a shy young woman. However, one day she hears her grandmother recount a distant memory, she realizes that her biological father is a merman. Enchanted by her magical heritage, she ventures to find him in a kingdom within the Atlantic Ocean. But when she finally reunites with him, she finds that there may have been a reason he's been absent for so long. With her home in danger as well as the oceans she's come to love, Naiara must summon a form of courage she never knew she was capable of.
Characters
(The images below reflect my inspiration for either the characters' design and/or personality, along with serving as a visual aid to the reader of this post rather than just looking at text.)





Naiara Jatobá Cavaleiro--A shy woman who becomes a mermaid after discovering her biological father is a merman, she is shocked on how she acted on a whim, and writes a letter to her parents to tell them where she's gone. While she feels a rush of adrenaline exploring a world that was previously thought to be excluded to the realm of fairy tales, she quickly realizes that the world below is as dangerous as the world above, and the bioluminescent glow that her mermaid form carries doesn't help her blend in like she'd prefer. It looks like she'll have to get used to standing out. Besides, she can return to the
(Ariel art by Asayris on Twitter)


Zélia--Naiara's first friend as a mermaid, Zélia is a mermaid known for being clever and mischevious, ie the opposite of Naiara. It's revealed that she's an agent for King Renato, but often wanders off to her own devices. When the situation between the sea and the ocean, as well as Naiara's involvement in it, is revealed to be more complicated than she expected, she planned on fleeing and cutting her losses, but her loyalty, while not easily won, was earned by Naiara, and she refuses to let her get hurt--particularly when Zélia feels partially responsible for Naiara being underwater anyway (which she is).



Caetano Jatobá--As a human, he takes the form of a Brazilian man of predominantly Indigenous ancestry and takes on the first name he could think of. it is in his nature to charm women, and since merpeople such as he never see their human children again, he thought nothing of charming a local woman, and didn't worry about her possibly becoming pregnant. However, a few years later, he was alerted of this, and a strange sense of loss encircled him. (Throughout the film, it's heavily implied that the reason for this is he was almost infertile.) But even when he thinks of returning to meet his child, forces beyond his control prevent him from seeing her.
(And for anyone curious, the merman art is official art from a Ken doll. The boto art was made by ggZeppe and taken from Redbubble)



Renato--While originally assisting Naiara in her quest to find her father, he soon realizes that she was a human, and leads her on a wild goose chase. As the king of the ocean, he abhors humans and those who fraternize with them due to the damage they've done to his domain as well as their lack of respect to his authority. With time however, his pain was contorted into a perverse desire to not only prevent humans from seeing his kingdom, but flooding the earth to put it all under his control. That said, he puts on a ditsy, oblivious persona in front of his subjects. As a "true" merman incapable of taking human form, the world above burns and suffocates him, and when Naiara, the first human-mermaid hybrid to reach his kingdom, appears before him, he plans on toying with her and keeping her out of his way while he destroys that which she holds dear. Thanks to her taking a mermaid form, she's upset the balance of land and sea, allowing Renato to go about enacting his plans.
Songs
By the Beach--Naiara is enjoying another day, though her lack of social skills prevents her from socializing with others. As such, people talk about how odd she is, as she spends most of her time at the beach by her home. Any time someone tries to befriend or talk to her, Naiara eventually becomes flustered and embarrassed, earning people's pity or laughter.
What If---Upon freeing a mermaid named Zélia from a fisherman's net, Zélia says Naiara has a magical look in her eyes, and questions if she's the daughter of a boto. While Naiara is hesitant, Zélia coaxes her into letting her aquatic insticts awaken, allowing her to become a mermaid at will, and vows to help her find Caetano.
Glow--Naiara's bioluminesence makes itself known to the other merpeople, an unusual trait in the merworld, attracting the king's attention. While Naiara is used to people saying how odd she is, she's unused to the juxtaposed positive attention she receives from it, with other merpeople wanting to befriend her and even find it an attractive trait.
Take for Granted (Disease)--King Renato explains to Naiara his disdain for the human world, but doesn't let all of his malice come through, instead making it sound like he's annoyed by it. Taking advantage of her popularity and insecurity, Renato tells her where she can find her father, and she doesn't realize that her bioluminescence leaves a visible trail at night for Renato to follow.
Anywhere--Naiara reunites with Caetano, who is perplexed by her at first, but quickly grows to her. As he's never been a father before, he lacks the discipline and concern that a parent would have, coming off more as a friend to her, and she recalls her father on the service, and realizes that leaving him with a note rather than talking to him face to face about seeing her biological father may have been her taking him for granted. Zélia picks up on his somewhat absent mind, and suspects he's being controlled.
New Waves--Renato enacts his war upon the surface world, revealing he put Zélia's life in danger with the fisherman in order to get Naiara's attention, as well as partially brainwashing her father so he didn't remember her, and thus she would eventually come to him rather than the other way around (not that he had knowledge of her having a stepfather).
By the Beach (Finale)--With the conflict finally over and Renato's son taking over as the new ruler of the seas, Naiara returns home to her concerned parents. She resumes her life as if nothing happened, though with a bit more confident and security with herself. A short time later, someone arrives at her doorstep: a human Caetano and Zélia.
I hope you enjoyed this! Lemme know if you have any questions.
#disney#disney animation#mermaid#the little mermaid#ariel#atlantis#aquaman#dc comics#aisha#winx club#tritannus#disney princess#poseidon#greek mythology#hexxus#ferngully#boto#brazil#forge#marvel#marvel omics#xmen#x men#ken#ken doll#merman#chel#the road to el dorado
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2024 AMV Review
[2022] [2023]
2024 felt like a huge video editing year for me. It was characterized by three major developments:
Submitting to contests
Editing MMVs (Manga Music Videos)
Participating in timed challenges
For contests, I maybe really threw myself into the con contest scene (that is, for AMV contests that take place at conventions) after sparking a heated discussion about submitting personally captioned videos for the sake of better accessibility. An initially stressful situation ultimately became one of overwhelming support, and I've since become more involved with this part of the AMV community, which has been so kind, encouraging, and inspirational. I'm certain I wouldn't have made the strides in my editing that I feel like I made in 2024 had it not been for the community.
In fact, the last two developments on my list are purely because of the community. It was the community who pushed me into making MMVs; after signing up for an MMV exchange (check out the video Violet Skies gifted me here!), I practiced MMV-like skills with an AMV/MMV ("No Choir") and also made my first full-blown MMV in DaVinci Resolve ("15 Min Flame"), which involved thinking in a more motion graphics way and utilizing my program's 3D camera, something that maybe looks a little wild (but is sincerely less complicated than it seems!):
Incorporating more motion graphics and manga panels into my work then became almost "standard" for me. Four of the six AMVs I made for Project Org Editor (POE)—of which none are unfortunately in this reel because they remain unfinished, but you can check out a preview here—utilized a fair amount of manga as well.
And that brings me to my last development: participating in timed challenges. POE is a biennial video-editing tournament with six preliminary rounds in which participants have one week to edit a video to a theme. I took part in every round (always with a Detective Conan video because I think I'm hilarious), but it was actually my second timed challenge in the year. The first was SLICE (Short Little Iron Chef Edits), wherein participants had about four days (100 hours) to create a video set to a song from a list of songs only revealed at the start of the challenge. "If You Kill Me" was my entry, and I finished it pretty much to my satisfaction by the end of the 100 hours, so I thought I would do even better with POE.
But POE was extremely hard on me. I finished nothing, never scored above mediocre, and had a meltdown after Round 2, where I must have cried all day after submitting an entry that I hated (and won't be revising). It was my most difficult video editing experience thus far—emotionally and physically, as I sacrificed sleep to edit and wound up sick by Round 6. I really wanted to stand out and impress, but... I wasn't there yet.
And that probably describes my feelings about my AMVs in 2024 better than anything else: not there yet. There's been a lot of growth in my skills, in my eyes; there's the aforementioned MMV experience, where I practiced 3D camerawork as well as manga animation for the first time, but I've also made longer videos, utilized "Twixtor" effects ("Feel About You"), learned how to make my own VHS tapes for the ultimate VHS aesthetic ("Eyelash"), and continued to work on my pacing and compositions (even if I still have a long way to go with the pacing and even intentionally made it "worse" as an experiment once). Videos from 2022 and 2023 that I used to be so proud of almost became painful, and I'm overall much happier with everything I made in 2024.
But whenever I'd make finals in a contest—which happened at seven cons (green text in the video, with yellow being when I didn't make finals but still had a video exhibited, which happened at six cons)!—I knew I had no chance of winning a category, and I have yet to. Because I'm not there yet. I'm satisfied with most of my videos from 2024, but they don't feel special enough. Good, maybe, but not great. For POE and Anime Frontier, where I entered nothing but Detective Conan videos, I captured attention for my dedication to the franchise, but the AMVs themselves still feel lacking.
In thinking about 2025, I've been thinking about what it means to be there. I've been thinking about how to measure growth, as measuring the times I make finals, or my note counts, or YouTube likes, or even scores I get in tournaments like POE, don't seem to be healthy ways of defining development (especially when what makes finals at cons might not really correlate with what's most beloved online, with "If You Kill Me" being my most successful con video of 2024 but "Nosedive," which never made finals once, being my most successful video on the web). Conversations with others (thank you!) have provided a wealth of wonderful suggestions for considering growth: trying new things, doing easily what used to be difficult, finding joy in your work.
And in 2024, I do think I made progress in all those things! But being there goes back to my question of what is good art?, and, well, I think I'll need to continue working on defining what that means to me.
Still, my major goal for 2025, at this time, is to be less hard on myself. As my videos have become longer and more elaborate, they've taken more time to complete, with each AMV in this reel (excepting maybe one) representing at least 30 hours of work, with many being 50+-hour efforts. That's a fair chunk of time, but I still beat myself up for "not doing enough" or "not completing enough videos," which isn't fair to me.
It's regrettably not something I did for 2023, but my year-end DaVinci Resolve hour count for 2024 (counting time from when I first got this computer in late August 2023) is 1,107 hours!
The earliest total-hour screenshot I can find is 666 hours in July 2024, so this means I spent, at the very, very minimum, over 441 hours in Resolve in 2024. And dedicating that many hours to improving my craft isn't nothing!
In the end, I am sad that there are only 12 videos in this reel when I at least started brainstorming and drafting for 9 more. But all the improvements I made, all the ways I challenged myself, all the seeing things like this at cons, in person, on the big screen... that's worth celebrating.
Thank you so much to everyone who has supported me so far. I hope to post even "better" videos in 2025—ones that are there!
#ramblings#long post#video#eye strain#amv#my amvs#feel like i grew so much in 2024 for real :')#and yeah i really wanted to post at least some of the poe videos before 2025 and that didn't happen#but round 6 is getting close! and it's *so* much better than what i turned in for poe imo i'm really excited to share it!#hoping to post lots of good videos this year! thank you everyone who's watched and commented on my videos so far :')#detective conan#belle 2021#birdy the mighty#witch hat atelier#amv talk
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Adra's Project Wingman In-Depth Review: Per Mission Experience and Commentary
(Caution: extremely long read. Please have snacks ready)
Project Wingman! Or so I've heard it more described as "a love letter to the Ace Combat franchise." Another arcade flight action shooter game similar to Ace Combat, and if I remember rightly, designed and developed by Ace Combat fans. Again I've spent years and years avoiding spoilers, although inevitably I began hearing a few things about it; it's like Ace Combat, it's set in alternate history, you can carry up to 4(!) different types of ordnance, and it's orange. So I guess like NFS Most Wanted (2005). Like Ace Combat 7 of course, I'm playing with my Xbox controller.
Which brings me to the first... quirk of the game. The menu interface. You control a cursor on the screen with your left thumbstick, and you have to carefully position it to the menu buttons that you want to access. The left thumbstick doesn't cycle through the menu buttons, you have to control a cursor with your joystick. Which I find to be a little on the negative side and I decided to just use my mouse to navigate the menu. Makes me wonder if this is a side effect of Project Wingman being developed as a PC game first and console second.
The last time I was met with this kind of UI controls was in the 2019 game "Observation."
However I am very impressed that the menu background isn't just a static image or a repeated video. It looks like a real time 3D rendered scene with planes flying above the treeline. Also what looks like a massive airship or a mothership trailing slowly across the sky. My hype level is up by 3 notches. I can't wait to start playing.
No fancy animation or a CGI video as the intro. Just a text that briefly tells the story about the game's world. Very much like David Szymanski's "Iron Lung" game. Seeing Sector D2 is not a massive game studio and just an indie developer, it's perfectly fine. And what I learned is that Project Wingman's universe is alternate history Earth that experienced some kind of massive natural disaster or calamity that changed the world forever, and new nations start to rise from the ashes. The game takes place 400 years after the event.
First briefing screen. Wow this orange tint really reminds me of Ace Combat Zero briefing screen. And I can also see the map of the Project Wingman world in the background. The continent of America has changed, not dramatically, you can see the general shape of the continent, but the west shoreline has practically split off from the rest of the continent. And a glimpse of what used to be Japan, China, Philippines and Indonesia, now reduced to just a few main islands, presumably the remains of the cataclysm mentioned earlier.
Apparently our protag is a mercenary pilot who goes by the name Monarch (as in monarch butterfly, I assume), who is a part of Hitman team, under the mercenary organization known as Sicario. And our client is the Federation? Is that a country, or a union like the one in COD Ghosts? Either way it brings me back to Cipher and Pixy, who were also merc pilots. In PW, apparently we're fighting a group of pirate pilots.
First mission, destroy some kind of research material that was deemed unsafe and fell into a group of merc pirates. A few ground targets, ships, and a few air targets. Alright, no big deal. My Ace Combat experience is more than enough for this.
I'm actually impressed with the voice acting. I've heard how difficult it is to voice act in a game or a movie that doesn't sound too cringey or too monotone. The guy doing the briefing actually does sound like he's done it probably a thousand times. I wonder if they hired a professional VA or just someone from the internal dev team.
Plane hangar. They give you 2 starter planes to choose. A T-21 (apparently a trainer plane that resembles MiG-21), and T/F-4 (a trainer plane that resembles F-4). I was going to use the Fishbed but the Phantom has slightly better stats, even though I'm bored with Phantoms, so I chose it. UGBL as secondary weapon, pretty standard.
First flight. Operation Red Current. AWACS Galaxy on station and OH MY GOD I HAVE A WIZZO. AND SHE HAS DIALOGUE LINES. The last time I had a wizzo was Ace Combat 2, but he just had generic repeating dialogues like missile lock/alert and stall warning. Your plane does form vapor clouds at Mach 1, something missing from AC7, so I loved that. Once again, for a small dev team, the voice acting is well done.
First set of ground TGTs clear. Ronin moving in. "Cordium" cargo? Never heard that before. They say it's too unstable, Federation orders to just clear it BOOM. MASSIVE EXPLOSION like an FAEB just went off. Mission complete, question mark? Another flight called Master Goose comes in the AO, flashing as friendlies. I don't really trust this but hey, I'm just a merc, not paid to ask questions.
If they turn out to be a fake squadron like the 8492nd, I'm gonna be... Well I don't know what I'm gonna be.
And there's a civil war in the Americas. Country of Cascadia being invaded by the Fed for natural resources. Our client is Cascadian Air Force now I guess. Is this like Belka trying to annex Ustio in AC0?
You know what, I'm too excited to have a wizzo. I'm gonna get another Phantom that isn't a Phantom (F/E-4). Big surprise, all of the SP weapons are available for use right away, no need to buy them separately. I like this game already.
Can I just say the explosions in PW from STDMs are so dramatic. Way more dramatic than AC7, it's like they hired Michael Bay. Not a bad thing though, it's giving PW identity. So it's not just a "Ace Combat we have at home"
Mission 2, all going well, fighting Fed border patrols until a massive airship came practically out of nowhere. At least this one doesn't have drones, just SK.27s and F/C-15s. A couple MLAAs later and it's down, but then no explanation as to what we just shot down. Oh well, at least we're with Cascadian AF now.
Mission 3. Rowsdower AFB. Once belonged to Cascadia now seized by the Fed on their conquest to expand their military (ala Belka), we're on a mission to take it back. Ooh, new aircraft for purchase. SV-37. I genuinely thought I unlocked a Flanker early in the game but it's just the Swedish dorito (Viggen). And it has MLAGs, if MLAA is Multi Lock Air to Air then I guess MLAG is this game's version of 4AGM. Only single seat though, I still want to hear more of Prez's dialogues. Maybe later.
Crosstalk squadron appeared, 5 Super Hornets. Grun Squadron flashbacks from Zero, anyone? Oooooh there's a health bar on the bottom of the screen for each enemy craft. I loved it. Wasn't much hassle fighting them, and we landed in Rowsdower.
Honestly I'm kind of impressed that as a band of pilot mercs, we have our own AWACS. Anyway next mission, aid Cascadian national guards from being overwhelmed by the Feds.
Two new aircrafts. CR.105 and SK.25U. I thought CR.105 is a Foxbat at first but it's delta wing design with no canards or tail surfaces. But its speed rating is off the rails, so I guess partly inspired by the Foxbat.
I'm buying SK.25U for Mission 4. Two seats and a boat load of A2G hardpoints. I sure hope there isn't any mission update where we suddenly have to fight an entire air force! (Thank fuck there isn't)
Really this game has the Frogfoot when Ace Combat 7 doesn't? Come on PA.
Next mission, Cascadian capital of Presidia. The Feds have taken over the city. Cover retreat of Cascadian armed forces. Multirole mission with tendency towards A2A. MG-31 and F/C-16 now available for purchase. Not sure if I trust a flying brick with wings for this mission, so Viper time. Guess I have to leave out Prez for this one.
Mission 5, over Presidia. WOW THIS CITY IS SO COOL with all the low hanging clouds. Though what's with all the needle towers/structures all over the city?
Thought we were done but the Feds sent out not just one or two other massive airships but FIVE of them to try and keep Presidia in their hands. I thought I shot all of them down but Mission Over text?? Did I fail??
Debriefing says Status: Success but Stardust said Presidia fell anyway. I guess it's supposed to be that way.
So far into this game, I'm developing the sense that Project Wingman is largely inspired by the classic PS2 AC titles (aka The Holy Trinity), I guess more towards Zero. The orange tint, no checkpoint system, the absence of aircraft tree, aircraft parts, merc pilot protagonist, but they also incorporate some modern QoL features like flares.
I think I would appreciate something present in AC but not present in PW; lock range indicator. You know the HUD in AC, just to right side of the pitch ladder, is a slider with a chevron that indicates the distance required for your ordnance to lock.
Mission 6, attack the Feds from the other front by crippling their energy production sites at Apodock Fracture, apparently in Yellowstone. Also they've been hunting for some material called cordium? Is that what caused the massive explosion in the first mission?
Two new aircrafts, Super Tomcat and Fulcrum! Two of my favorite aircrafts. But I had to choose the Tomcat because I miss Prez (cmon man I've been all alone in Ace Combat for years). Fucking hell it's expensive though. Better be worth it.
Yep they're hunting for cordium. We're ordered to destroy their containers. Fucking hell the SAMs in this mission are fierce, I got hit 3 times and was down to 23 health. And two more of those fucking Fed airships?? Just how many of these things are there??
Alright, mission completed. Almost. New blips on the radar, VX-23s and SK.37s. Federation Peacekeepers. Engagement Not Advised written in large text on my screen. I hammered the throttle and fly just meters away above the ground to avoid missiles and head to the return line. Reminiscent of the first time you face Yellow Squadron in AC04.
Crimson Squadron. Fed's top ace in Cascadia.
(I learned late that you have infinite flares in this game)
Mission 7. Cascadian Coast Guard seized a Fed battleship/cruiser off the coast of Cascadia. Just me and Hitman 3 this time. We're to provide air support although I kinda don't want to fly the SK.25U just to have its LASM. New aircraft for purchase called the... Accipiter. Whatever the hell that means. Apparently based on the Harrier. Not enough cash to purchase. Back to the Tomcat.
Think I forgot to read the weather report for this mission because it's stormy as fuck and the clouds are violent. I'm not sure who has the bigger balls to fly through such extreme turbulence, me or Monarch. It's actually very scary from cockpit view, everything shaking up around you and you hear the creeking and clanking from the plane's aluminum panels like they're going to break off at any moment. Oh well it's just an anti ship mission with a couple of air targets THE FED SHIPS HAVE RAILGUNS ON THEM WHY AM I FIGHTING MINI STONEHENGE AT SEA
Ok that's over now. New mission that's purely air to air mission. Take down Fed logistic planes while also avoiding shooting down civilian airliners. Weather cloudy. Two new aircrafts, Super Hornet-C and Flanker-B. But I'm still having way too much fun in my F/D-14.
Also I just learned that the seemingly random clicking noises when I'm flying is just a noise indicator of my missiles fully reloaded.
Mission 8, Briggs Mountain Range. Wait why is that civilian airliner the same as the Fed airship that I've downed multiple times before?
Doesn't matter. STDMs, HVSMs and MLAAs. One by one shooting down Fed Globemasters. Conservative with MLAA use because I totally didn't restart this mission because I accidentally shot down a civilian airliner. Then the true airship arrives. Airship Gladeus with two F/S-15s. The fucking AAM pods on the Gladeus are a nightmare to hit tbh, but mission done. More importantly no civilian casualties.
But I begin wondering, is there like multiple paths in this game like Ace Combat Zero? Like Knight, Soldier and Merc paths that are determined by whether you shoot N.TGTs or not. That's my goal for my second playthrough.
Mission 9. Raver mountains. Covert mission to take out SAM sites so we can push without losing planes. F/C-15 is now available for purchase.
But you know what, let's take the Accipiter for a spin. What was the last Ace Combat game that lets you fly a Harrier? None. Well, Assault Horizon, but that's not a true AC game. Woah, what is this, CGP? A shotgun gun pod?? Flechette rounds?? I don't fucking know how it works but I wanna try that shit out.
Alright, near CIWS units. Time to try CGPs, and... it's disappointing. Although I think my expectations were a bit too high. Well at least they didn't lie about it being a short range weapon.
And of course I did the tunnel runs in this place to destroy the containers. I'm an Ace Combat vet after all, tunnel runs are my bread and butter.
Mission 10, now the real deal. Solana Comms Array and the adjacent airbase... without Cascadian air force to help us. It's alright I guess, Monarch is already a one man army as he is. Or one man air force.
But I'm this far into the game and I still haven't found Project Wingman's equivalent of QAAMs. Maybe there will be a "HASM" (High Agility Standard Missile) or something. I guess it's time to try the Eagle for a spin.
And my thoughts? So worth buying the Eagle. Missed out on Prez, but when you attach second and third slots with MLAAs, you get 6AAMs in game. Awesome stuff. Fed is crumbling.
Mission 11, Bering Strait. Another purely A2A mission. The most expansive A2A battle ever committed, he says? We'll see to that WHOAA THIS IS LIKE THE MAYHEM MISSION FROM ACE COMBAT ZERO ON STEROIDS
And of course Crimson squadron shows up with a fuck ton of reinforcements. Totally reminding me of Schwarze squadron battle. But I'm not going down without a fight.
55 fighters, 3 SK.37s and 2 VX-23s downed by one humble F/D-14. I tried getting a close look at a VX-23 but couldn't make out what it resembles. My best guess is that it's probably something like Chengdu J-20 but couldn't see the fine details. Is there like a PSM mechanic in this game because those guys were pulling 90 Gs every now and then
Feds have issued retreat. Crimson 1 insists on staying, Crystal Kingdom order stands. Eventually Crimson obeys, and retreats the whole squadron.
If anything Ace Combat or movies have taught me, I predict Crimson is going to go berserk within the Feds. He's gonna think the Fed is too weak and just holding him back, he's gonna take Federation's most outrageous aircraft and weapon and use them to set a personal score with Monarch. I'm calling it.
I love Prez's reaction after Crimson retreated. Like yeah bitch, you better fucking run! I love her.
Alright, mission 12. Feds is absolutely crumbling after their airforce got decimated by Hitman. Multirole mission with heavy tendency towards A2A. Something about oil rigs facilities at sea.
It's railguns again, the same one that Fed ships were firing at me on previous mission with the Eminent Domain. Hitman 3 said something, why is this rig more heavily guarded than the comms array?
Mission update came up. Unknown target marked on my HUD, but I'm not firing yet. I fly close to the unknown to try get a visual but it's too damn dark to see anything, even with gibbous moon. Then something happened.
"Project Wingman is away."
What the fuck is that?? Project Wingman?? Something rapid just took off from one of the oil rigs. It's way too dark on my screen to see whatever it is, but it's roughly triangular AND IT'S SHOOTING RAILGUNS BACKWARDS AT ME WHAT THE ACTUAL FUCK IS THIS THING
Apparently piloted by another merc named Frost? Monarch shot it down with HISMs and STDMs. Frost ejected but said something about releasing data pod. I suspect this is a Federation superweapon undergoing research. That will explain the amount of AA defenses all around it although of course the game's debriefing doesn't tell me anything.
Mission 13. There's a new Fed superweapon, an airship fleet by the name of Task Force 1. It's resting in a port, we're to destroy it before it's unleashing hell, I suspect. Although something about Kingdom of Sawaiiki, one of Fed's states, will probably get in the way.
Maybe I should expect neutral/N.TGTs.
Two new aircrafts. F/S-15 and... what the hell is this? "Chimera"? At the front it resembles Su-57 nose, but the way the wing blends into the body is a bit like F-16XL's cranked delta wing, and it also has a V tail like YF-23 (maybe that's why it's called Chimera). And it's 285k to purchase, I don't even have 100k credits. Why is this available to purchase right now?
Whichever the case I can't buy either of them. I'm going with the F/C-15, I'm gonna need its MLAG.
I think this mission is where the game can do with some optimization, because my frame rate was down from 80+ to 40 near the docks where there are a fuck ton of targets. But I don't want to compare this to Ace Combat 7 because this is a game from an indie developer. I'm sure they did what they could for optimization, and I'm not gonna blame them.
Mission itself was pretty standard. Nothing super interesting although the part where Hitman 2 had to radio out a long announcement to Kingdom of Sawaiiki that we have no beef with them, and telling Galaxy afterwards that it costs "2 bucks per word" is pretty funny. I love these conversations.
Mission 14. Grimwood coast, provide CAS for ground troops and prevent Feds from regrouping. But expect bad visibility he says from the forest fire nearby. I'm gonna gamble and take the SK.25U.
Oh shit, I guess we're working with firefighters as well now. I hope I don't have to protect them at some point because I'm essentially flying a tank. That has 40mm/65mm HE ammo for its main gun.
I forgot to say but the MLAGs in this game are phenomenal. The multilock ability of a 4AGM and the range of an LAGM? Slow reload speed but I'm sold. Who needs an A-10 anyway right
Feds in Grimwood have surrendered. They burned the forests for nothing. Also I keep hearing allies calling Monarch "The Crown" now, and in earlier sorties I also hear something along the lines of "how dare you take the name of a king as your own", "not all kings are just."
I'm developing the feeling that this game is fantasy medieval action adventure but with jets and airships instead of swords and magic. No hard feelings on that, I'm a huge fan of The Elder Scrolls series. So I'm looking forward to see how much this game plays into the mythological/medieval theme. Maybe like Ace Combat Zero, with how Cipher and Pixy did the aerial equivalent of jousting? We'll see.
Also there's this level of detail and touch of realism, that I think has never been done in Ace Combat before. When an enemy jet whizzes past you above Mach 1, you can actually hear the sonic boom from their wake. That's awesome.
Mission 15, Cascadian city of Prospero, the largest trade center apparently. Get rid of its air superiority elements and secure the airport. SK.37 is now available for purchase, yet I'm still under the required price for it.
I do have to comment on the way planes are painted in PW, or at least the default skins that you use. It's like plastidipped or cerakoted or something, like how guns are these days. Nothing really spells practical camouflage/camo pattern. But hey, maybe that's just how Monarch wants to look in the skies.
Liberate Prospero they say but they didn't say the Feds would be so desperate that they would LAUNCH 50 NUCLEAR CRUISE MISSILES JUST TO PREVENT CASCADIA FROM GETTING TO PROSPERO. THEY JUST BELKAN'D THE SHIT OUT OF THIS CITY. DID THEY JUST OPEN UP A VOLCANO FROM THE GROUND?
Hitman 3 just said Calamity. Is this what happened 400 years ago before the events of this game?
Fucking hell.
Mission 16, instant continuation from previous flight. Only me, Prez, Diplomat, Comic and Galaxy now. No idea if anyone else is alive. Flew over Rowsdower, no response.
Fuck, new blips on radar. It's the merc Frost from earlier. AND MASTER GOOSE FROM MISSION 1. I FUCKING KNEW THEY SHOWED UP TOO CONVENIENTLY
"You fired up? Come shoot me down." Yeah bitch I'll shoot you down in that fancy bitchass superplane you're flying. And don't you dare copy my boy Pixy's line from Ace Combat Zero.
(Just kidding, I love the devs for having her voice actor say that)
Fucking hell, I thought a swarm of MQ-101 drones was bad, but I never thought I'd be on the receiving end of an ADMM where each individual missile is a QAAM.
Stardust again. Contract to fulfill you say? Fuck you man, there's nothing else out there now. Everyone's got our number, even Diplomat and Comic's real name. Sicario is only 4 man band now, 5 if you count Prez.
Kaiser seems convinced after Stardust offered something to us. Whatever that is. Meanwhile I guess we're regrouping on an abandoned highway as a makeshift base.
2 months later.
Mission 17. Brite Fortress. One of the safe havens outside the whatever the fuck is happening out there.
I sold my Harrier to get some cash back. I'm done with the Super Tomcat. It's time for SK.37. It's only got AA hardpoints but I need to fly something else. Oh and an MGP. I've never used MGP in Ace Combat before but I'm gonna try this one.
Woah, what is this? AOA limiter? Replaces flares? Doesn't say what it is.
Alright, Brite Fortress. Railguns and airships as usual. At this point I've been desensitized to them, because I learn that the Feds is just Belka/Erusea hybrid. As in, a superweapon maniac.
Aw shit, they have a massive tank/train/land cruiser. This thing doesn't have any A2G weapons, but it has MGP. 4 of them. And AOA limiter, more like AOA unlimiter. Let's you pull off PSM-esque move while holding down L3 and turning sharp. I like it though, it replaces your flares but it doesn't restrict you to low speeds and a complicated QTE like Ace Combat 7, and you can perform it anytime as long as the indicator is ready.
Mission 18. Aw shit, we're back to Prospero now? I really don't want to.
Yeah, figured. Crimson showed up again. VX-23s and SK.37s again. But now I can at least match their crazy AOA maneuvers.
My first try I nailed AOA limiter module pretty quickly. If used right it's essentially a "teleport to enemy's 6" button. Well I didn't use it right. Got shot down.
My second try. If Crimson is calling it personal then so will I. I will spam this AOA limiter if I have to. Even Diplomat is absolutely fed up with Crimson's shit, telling him to shut the fuck up and turning off his radio. Learned that, other than spamming AOA, you have to firewall the throttle, make sure your speed never goes below Mach 1 even when turning. Got hit by a missile once, but this time I downed them. All 8 of them.
Crimson laughing maniacally on the radio as his plane falls. What a waste of pilot, Comic, I agree. But I'm feeling that won't be the last.
Mission 19, back to Presidia. Take out Federation's naval force.
VX-23 is now available for purchase. It is like Chengdu J-20/Lockheed F-22 hybrid. Well, more like F-22 with the wings swapped positions. Can't buy this one either even if I sell my SK.37. And I love this thing already because of its AOA limiter.
Naval force destroyed. Presidia is next.
Mission 20. Now I could really sell my SK.37 now to get the VX-23, I wonder if I should do that...
Fuck it. Yolo.
Presidia is liberated. Feds are surrendering. War is over. And then...
"KINGS"
....
No.
No, Sector D2. Please, don't.
Don't make Crimson 1 pull a Pixy on me for the ultimate mission.
I called it earlier. He's gone off the rails. He took the Fed's superplane and nuked everyone in Presidia with it except Monarch. Probably intentionally, to set a personal score with me.
But I'm not scared. Well, until he fired railguns on all directions, launched Project Wingman's equivalent of ADMM, and released force fields ala Arsenal Bird/Alicorn. When I thought this game would be like Ace Combat, I didn't think it would be "Ace Combat, but 150% more fucked up."
I employed the similar strat from before. Lock the third person camera at his plane, firewall the throttle up to Mach 2 and spam the AOA limiter. He's got 3 health bars in that superplane that's probably powered by cordium. If previous missions didn't emphasize on how orange this game is, well, this final showdown does.
Everything is orange. The skies, the ground, the sun, the missiles, the railgun trails, my HUD, half the time I couldn't tell if my missiles hit him or not because my interface was loaded with directional missile proximity indicators. Thank fuck the health bar is still perfectly readable.
"You signed this deal a long time ago." WELL I DIDN'T SIGN UP TO FIGHT YOU SPECIFICALLY NOW DID I. But you've decided that it's personal so bitch, COME THE FUCK AT ME.
"I'm Cascadian. You think I take joy in killing my own countrymen?" SO WHY THE FUCK DID YOU DO IT IN THE FIRST PLACE. YOU LET YOUR OWN PRIDE CONSUME YOU AND THOUGHT THEY'RE ACCEPTABLE LOSSES IN YOUR OWN PERSONAL BEEF WITH ME. FUCK YOU.
I danced with him in the skies for probably a good 15 to 20 minutes just trying to land one or two hits on him. A deadly aerial dance that involves jet fuel, multi lock missiles and nuclear railguns.
Three health bars depleted. My camera is still locked onto his PW.MK1.
"No, not yet..."
Then all my HUD element disappears.
He's not dead yet. Two health bars now on the bottom of the screen, one for Hitman 1 and one for Crimson 1. Fuck, I have to fight him again. I grazed my VX-23 on the railgun trail and took some damage. But I still have my wings. I can still fly.
Another 10 minutes of fighting. I'm gonna fucking joust him now like Pixy. Dozens of STDMs, hundreds of railgun projectiles and thousands of 20mm Vulcan rounds.
His last health bar is depleted.
...
But my camera is still locked onto his plane. The corpse of his PW.MK1 flailing through the clouds and trailing flames.
Why am I not seeing a chute?!
"Monarch..."
God damn it, Crimson, eject! Eject now!
"When you hear the thunder..."
There's no time for speeches, damn it! Eject!
"When the storm comes for you..."
Dying will not solve anything! Fucking punch out, god damn it!
"Remember me."
...
But he was a fighter pilot to the end.
Remember him, Monarch.
Because it's just you left.
No one else. No Prez, Galaxy, Diplomat, Comic,
It's just you.
As a final send off, I leveled out my VX-23 to the horizon, pointing towards the sun, and fly off into the distance.
Contract completed.
---
Project Wingman, completed. Wow. What a game.
The story, the gameplay, the graphics, the sounds, voices, visuals, everything.
I can tell it's all been made with passion and love. And it really is... a love letter to the Ace Combat franchise.
It may as well be an Ace Combat game on its own.
I never mentioned it, but the OST is also phenomenal. Especially on Mission 11. On par with Ace Combat. Maybe even better, for an indie game. Especially the credit song, the leitmotif that's been playing throughout the game since Presidia. I'm calling it Monarch's theme.
Wow, just wow. I nearly shed a tear.
You know I once read a quote, I don't remember if it was from this game or something else, but
War doesn't decide who is right.
Only who is left.
10/10. Phenomenal game. Sector D2, you are legends. Absolute fucking legends, you hear?
There are so many people backing this game on Kickstarter, on the order of hundreds. Maybe thousands. All their names are in the credits.
And it was all so worth the money you all have invested in the development of Project Wingman.
And for me, it was worth the money I spent on buying this game.
Enjoy your victory while it lasts, Monarch.
You may not have a throne, or anything left in your world.
But you are the king.
As for me, I'm gonna play the game again and try to understand the lore better. It seems that I have a tendency to hyperfocus on the task/quest/gameplay at hand. Probably gonna turn down the bgm and sfx a little bit so I can hear dialogues better.
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(just copy pasting the description on the video ^o^) Animation made for Jael Peñaloza !
This project was started as a "2 week" project the day of the original UV being cancelled announcement though as with most things I went a little overboard. Oops hehe. But I'm glad I did.
There of course has since been an update on the situation (https://www.youtube.com/watch?v=OC9Ob7pHUlA ); but never the less I was still determined to finish, especially when a lot of what was said in the update video was also brought up in the animation!
Thanks for being a wonderful inspiration Jakei! Whatever you do choose to do next, I'll be here to support it! Just take care of yourself and keep doing what you enjoy.
Everything in this was hand animated in blender, no mo-cap or phys engines, and since there are so many wips of everything from start to end, I'll probably be posting them here and there and right up a mini thing about it all on my site eventually! :D (like the time-lapse of 3 hours of animating hair physics condensed down into 2 mins o-o )
After 2 months straight of animation I'm happy it's finally done ^o^ Sorry it took so long to come out (to those that knew in the spaces I hangout in), especially since I paused all my other projects to put this on top priority! I'll be getting back to avi making soon after a er… A well needed break o-0 May be streaming a bit the next couple days when I do!
Thanks so much for reading this though (if you are reading this now hehe) and watching! Check out all the talented people below and their own work!! ♥ ----------------------------------------------------------
Credits
Ink played by: @MrAmazingVAOfficial https://www.youtube.com/@MrAmazingVAOfficial
Cross played by: @tehRogue https://www.youtube.com/@tehRogue
VA funding: LifeCraft https://www.youtube.com/@RegnoDub
Animated, written, directed, animation rigs, Ink!Sans model, and sound and editing by: Me! :D @DuskstarShine https://discord.gg/5YB99ueQyu ← My server https://www.deviantart.com/duskstarshine https://ko-fi.com/duskstarshine# https://duskstarshine.wixsite.com/maipetless
Cross model by: Jeaya https://ko-fi.com/mrjeaya/shop (Cross originally made as a VRC avatar; thanks so much for letting me use them! Ik ripping/art theft is SUPER prevalent in the 3D scene so thankyou for trusting me with them! ♥ )
All 2D art and backdrops by: CattyNatty https://www.youtube.com/@catty6151 https://x.com/CattyNatty999
Lighting by: MariGoId https://www.youtube.com/@marigoid337 https://ko-fi.com/maries_emporium/shop
Music used by: @Kalamity_Music https://www.youtube.com/@Kalamity_Music Song: Marcy and the King. https://www.youtube.com/watch?v=gu7v8E7hhcA (Check out their other songs! They make great stuff!! ^o^)
Undertale by: Toby Fox https://store.steampowered.com/app/391540/Undertale/
Underverse, X!Tale (Cross!Sans), and METADORA by: @Jakeiartwork https://www.youtube.com/@Jakeiartwork (And I also can't not mention https://www.youtube.com/@NyxTheShieldOFFICIAL )
Ink!Sans by: @comyet https://comyet.tumblr.com
Programs used in making: Blender, Prem pro, firealpaca. Sound effects from: Sound Snap.
Reposting clips such as edits or gifs is completely fine! Just please:
Do not claim this as your own.
Do not remove my watermark.
Do not reupload (Reposting the entire thing with no changes) ((THIS INCLUDES OTHER PLATFORMS! I made a tick tock JUST to post this so there is no excuse to steal it onto there. Just post a clip and link to the original video ^o^ ))
Always credit me in text as and when possible (in title or description); don't try hiding my watermark then hiding the real credit berried at the bottom where no one will see, I see this a lot with a lot of animator's hard work ;-; . (credit can just be my name, but a link to my channel or the original video is much apricated! :D )
TLDR: Do whacha like, along as you're not stealing the video or claiming it to be yours! ^-^b
(never really used tumbler much before, but thought I should post here too)
#ink sans#ink sans fanart#underverse#xtale#xtale cross#xtale sans#xtale au#xtale fanart#ink!sans#animation#Youtube
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Naruto Shonen Hen 2009-2012 rebroadcast
(Alert of too much text, also alert of probably broken english since it is not my main lenguage)

During 2009 until 2012 in Japan, a rebroadcast of the first 135 episodes of the original Naruto anime was set on air.
There are so much misinformation of the very few information available about this, someones claim it was a remake similar to DBZ Kai with new animation and 2D and 3D effects, or that it was broadcasted randomly on TV Tokyo and for that reason nobody knows about it.
The truth is that Naruto Shonen Hen was just a simply rerun of og Naruto anime (as I said on the first lines) with the same animation, the only differences were the openings and endings were repleaced by different songs. For the openings a completely new different song, and for the endings they used Naruto Shippuden openings/Naruto Shippuden's movies endings.

One of the openings used for some reason this is the only uploaded in good quality.

Sign from Naruto Shippuden used as one of the endings.
There are currently 10 known openings and 1 ending from Shonen Hen available on the web but with some exceptions. 3 of this 11 in total are lost media. The list of lost openings and endings is composed by Opening 2 "Summer Freak", Opening 9 "Future Eve" (the same used as the ending for the Konohamaru in chunin exams ova) and the ending Kokoro no Kakera sung by Naruto's voice actress.

A picture of the lost ending I found on an old and abandoned blog.
In themes of broadcasting it was emited on wednesday and thursdays in the afternoons and after some episodes it was just emited the wednesdays.
Episodes 136 to 220 were skipped and the fillers previous to episode 135 were broadcasted (this debunks one of the myths about this reruns claimed it cutted all the filler). I also have in posetion 2 raws, one of them contains episode 26... yep the very first filler episode.

End of thread, I don't know if there are more to say, just that there is really unknown in the Naruto community about this and the only thing that confirms is existance was old forum entries, the openings uploaded and the few raws available. If you read all this thanks for doing it...if you know something I didn't mention in this thread or one of the lost openings please let me know!!!
#naruto#naruto shippuden#naruto anime#Naruto Shonen Hen#anime and manga#anime#lost media#interesting#2000s anime#ナルト#team 7 naruto
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Best Medical Animation Studio for Patient Education in India

Introduction: 3D Medical Explainer Videos
In this article, we will cover the concept of 3D Medical Explainer Videos. Starting from Medical patient education videos to How to create effective patient education videos, we will cover topics like benefits of best patient education videos for hospitals, 3D medical video creators for hospitals in India, Healthcare explainer video productions services, finally learn why to choose Chasing Illusions as best medical animation studio for patient education.
What is Medical patient education video?
A medical patient education video is a visual tool designed to help patients understand medical conditions, treatments, procedures, and overall healthcare management. These videos use clear, engaging visuals, animations, and easy-to-understand language to simplify complex medical information, making it more accessible for patients.
They can cover a wide range of topics, such as post-surgical care, medication instructions, disease prevention, and lifestyle modifications. By enhancing patient comprehension, these videos improve adherence to treatment plans, reduce anxiety, and empower individuals to make informed healthcare decisions.
What are step by step guide for creating 3D Animation in Patient Education?
Understanding Client Needs – We collaborate with healthcare professionals, hospitals, and pharmaceutical companies to understand their requirements for patient education videos, ensuring accurate medical communication.
Concept Development & Storyboarding – Our team creates a detailed storyboard outlining the visual flow of the animation, ensuring medical accuracy and clear messaging.
3D Modeling & Texturing – We design high-quality 3D models of human anatomy, medical devices, and treatment processes, making them visually engaging and easy to understand.
Animation & Simulation – Using advanced animation techniques, we bring medical procedures, disease mechanisms, and treatments to life with smooth, realistic motion.
Voiceover & Text Integration – We enhance animations with professional voiceovers, subtitles, and on-screen text for better comprehension and multilingual accessibility.
Review & Feedback – The draft animation is reviewed by medical experts and clients to ensure accuracy, clarity, and effectiveness.
Final Rendering & Delivery – After final refinements, we deliver high-quality 3D medical animations optimized for various platforms, including websites, hospitals, and mobile applications.
What are Medical Animation Company Services?
With Chasing Illusions Studio, understanding complex medical concepts is no more complicated. We have an in-house team of specialist medical animators and PhD-qualified scientific storytellers who understand the complexity of medical processes and the science, facilitating patients', students', and healthcare professionals' education and comprehension, alongside ensuring the accuracy of every project and the precision of all content.
Pharmaceutical: We specialize in creating compelling visual content for the pharmaceutical industry. Our expertise encompasses a range of services, from visually explaining Drug Mechanism of Action (MoA) through engaging animations to producing impactful New Drug Launch Marketing Videos that resonate with target audiences. We also develop clear and concise Patient Education & Drug Usage Videos, ensuring patients understand their treatments. Furthermore, we create informative visuals explaining the FDA Approval Process & Clinical Trial stages, helping to communicate complex scientific information effectively.
Medical Device & Surgical Equipment: We create compelling visuals for the medical device and surgical equipment industry. Our services include producing clear and concise Product Demonstrations & Explainers that highlight key features and benefits. We also develop detailed Surgical Procedure Animations for training and educational purposes. Furthermore, we create realistic Training & Simulation Videos for medical professionals and impactful Pre-market Approval & Investor Presentations to effectively communicate the value and potential of new medical technologies.
Biotechnology & MedTech: We specialize in visualizing the complexities of biotechnology and MedTech. We create engaging Biotech Research Explainers videos that simplify complex scientific concepts. Our expertise extends to producing visually compelling Gene & Cellular Therapy Animations that illustrate intricate biological processes. We also develop impactful visuals for Medical Innovations & Product Launches, effectively communicating the value and benefits of new technologies. Furthermore, we create immersive VR/AR Training for Medical Applications, providing realistic and interactive learning experiences for healthcare professionals.
Hospitals & Medical Institutions: We create impactful visual content for Hospitals & Medical Institutions. Our services include producing clear and informative Patient Education & Disease Awareness Videos to empower patients and promote health literacy. We also develop detailed Surgical & Treatment Procedure Guides for both patients and medical professionals. Furthermore, we create engaging Staff Training & Simulation Modules to enhance skills and improve patient care. We also produce compelling Marketing & Branding Content to showcase the institution's expertise and build trust within the community.
Research & Scientific Organizations: We help Research & Scientific Organizations communicate their work effectively. We create compelling visualizations of Scientific Discovery & Experiment, making complex data and processes understandable. Our expertise includes producing impactful Grant Proposals & Funding Presentations that clearly articulate research goals and potential. We also develop detailed demonstrations of Complex Biological Processes, simplifying intricate scientific concepts. Furthermore, we create engaging Conference & Seminar Presentations that capture audience attention and enhance understanding of research findings.
Lifesciences & Healthcare Innovations: We create impactful visual content for Life Sciences & Healthcare Innovations. We produce engaging Medical Commercials & Ad Campaigns designed to reach target audiences and drive results. Our expertise extends to creating compelling Social Media & Digital Marketing Content that maximizes online reach and engagement. Furthermore, we develop innovative 3D Branding & Awareness Campaigns that effectively communicate key messages and build brand recognition.
Virtual & Augmented Reality (VR/AR) in Healthcare: We're at the forefront of leveraging Virtual & Augmented Reality to revolutionize healthcare. We develop immersive Medical Training & Simulation Modules that provide realistic and risk-free environments for skill development. Our expertise extends to creating Virtual Surgery & Procedural Training, allowing surgeons to practice complex procedures before entering the operating room. We also craft engaging Immersive Patient Education Experiences, helping patients understand their conditions and treatment options in a clear and interactive way.
What are the example of Healthcare explainer videos?
Patient Education Videos – Explain medical conditions, treatments, and post-operative care to enhance patient understanding.
Surgical Procedure Animations – Show step-by-step visuals of surgeries to prepare patients and educate medical staff.
Medical Device Demonstrations – Explain the usage, benefits, and functionality of medical equipment and devices.
Pharmaceutical Mode of Action (MoA) Videos – Illustrate how drugs work within the body to treat diseases.
Disease Awareness Campaigns – Educate the public about symptoms, causes, and prevention of common health issues.
Telemedicine & Healthcare Service Explainers – Guide patients on how to use telehealth platforms and access healthcare services remotely.
Wellness & Lifestyle Guidance Videos – Provide tips on nutrition, exercise, mental health, and preventive care.
Emergency Response & First Aid Tutorials – Demonstrate life-saving techniques like CPR, wound care, and other emergency procedures.
Hospital & Clinic Introduction Videos – Showcase healthcare facilities, services, and patient experiences.
Medical Training & E-Learning Modules – Offer educational content for medical students and healthcare professionals.
Which is best 3D medical video creator for hospitals in India?
The best 3D medical video creator for hospitals in India is Chasing Illusions Studio. We specialize in 3D patient education videos, surgical procedure animations, medical device demonstrations, and pharmaceutical mode-of-action (MoA) videos, tailored to meet the needs of hospitals, healthcare professionals, and pharmaceutical companies. With our expertise in 3D animation, realistic modeling, and clear storytelling, we simplify complex medical concepts, making them easily understandable for patients and medical staff.
Whether hospitals need interactive e-learning modules, explainer videos, or immersive medical simulations, Chasing Illusions Studio ensures precision, clarity, and impactful communication, enhancing patient education and medical training.
Why hospitals need explainer videos for patient education?
Hospitals need explainer videos for patient education to enhance understanding, improve treatment adherence, and reduce anxiety among patients. Medical procedures, diagnoses, and treatments can often be complex and overwhelming, making it difficult for patients to grasp essential information.
3D animated explainer videos simplify these concepts with engaging visuals and easy-to-understand narration, ensuring patients are well-informed about their health conditions, medications, post-surgical care, and preventive measures.
These videos also help reduce consultation time, minimize misunderstandings, and improve overall patient satisfaction. By incorporating high-quality medical animations from studios like Chasing Illusions, hospitals can deliver consistent, accurate, and visually compelling educational content, leading to better patient engagement and improved healthcare outcomes.
Why to choose Chasing illusions for Healthcare explainer videos?
Choosing Chasing Illusions Studio for healthcare explainer videos ensures high-quality, accurate, and visually engaging medical animations tailored for hospitals, pharmaceutical companies, and healthcare professionals. Our expertise in 3D medical animation, patient education videos, and surgical procedure simulations allows us to transform complex medical concepts into easy-to-understand visuals. We focus on precision, clarity, and storytelling, ensuring that patients, doctors, and medical staff receive clear and impactful information.
With cutting-edge animation techniques, realistic 3D modeling, and professional voiceovers, we create content that enhances patient understanding, boosts engagement, and improves healthcare communication. Whether hospitals need treatment guides, disease awareness videos, or medical device demonstrations, Chasing Illusions Studio delivers customized, scientifically accurate, and compelling healthcare animations that drive better patient outcomes.
Conclusion: 3D Medical Explainer Videos
Chasing Illusions Studio specializes in creating high-quality 3D medical animations that simplify complex medical concepts, enhance understanding, and ensure accurate communication. Whether for hospitals, pharmaceutical companies, or healthcare professionals, our customized explainer videos empower patients with the knowledge they need. Partner with us to transform healthcare education with visually compelling, precise, and impactful animations.
CONTACT NOW
#3d animation medical product video#3d medical animation for pharma marketing#3d medical animation agency#3d medical animation company#medical education#patient medical education video
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Medalist Adaptation Analysis: Primacy Bias
[<Space and Time]
Now that I've gotten that surprisingly long yet mostly relevant digression out of the way, I can start analyzing the actual series. Today I'll compare the first chapter and episode of of Medalist, which conveniently start and end at the same point.
I wanted to cover the whole chapter/episode in one go. It would be convenient for several reasons, not the least of which being that they have the same title. (In Japanese, anyway; the official translation of "Hyōjō no Tensai" varies slightly between manga and anime.) But I had a lot to say, so this post only covers the first few scenes—the opening moments, and our introduction to the main characters.
Opening Moments
The first page of a manga, first minute of an anime, or first moments of any media are absolutely crucial. Cynical folks have gone so far as to claim that people make their judgement about an entire experience in the first seconds, and while I don't think that's true, I do think those moments can make or break a narrative.
The first moments set the tone for the entire work moving forward. It sets expectations, gives the audience context for whatever happens next. A good writer uses this time to establish its central characters, themes, and/or conflicts, ideally also giving the audience a reason to continue reading/watching/whatever. A bad writer squanders this time, giving the audience a skewed perspective of what the story is about and why they should care.
Respect Primacy Bias.
Both versions of Medalist start on the same note, with narration and a televised broadcast of figure-skating being watched by a child in a dark room. The girl is obscured by darkness, framing, and her blankie, but it's still clearly Inori if you pay attention.
Though the anime gives you more than one shot of half her face. Possibly because manga readers can stare at that one panel for minutes on end if they're confused by who that's supposed to be, while anime is temporally-locked.
The main difference is that in the manga, we just see small images of figure skaters in general.
Meanwhile, the anime gives us a mini-program from a single skater who is clearly Hikaru Kamisaki.
The reason for this change is pretty obvious. The anime desperately wants to show off the skating animations, which are no doubt a primary selling point of the anime. Thirty seconds of one skater skating does that a lot better than a few disconnected long shots of distant skaters and close-ups of ice skates.
Also, if this anime doesn't have 3D models somewhere in its figure skating workflow I'll eat my hat. I assume the primary reason for using Hikaru instead of some faceless skaters with different color schemes is probably the relative difficulty of making a new nameless skater character design and model and so forth instead of using one they already had.
Whatever the intent, this has the effect of implying that Hikaru's performance specifically got Inori interested in figure skating, not a more general fascination with the sport.
I'm sure Inori/Hikaru shipping was a thing before the anime, but this opening throws fuel on that fire.
It's a change, but not really a problem, and primary bias or no, I've spent just about long enough talking about how the first 76 seconds of the anime adapts the three pages the manga. The narration is a bit different, but I'm not sure if that's an adaptational change or just different ways of translating fundamentally the same text.
Tsukasa
The anime skips six pages of Tsukasa introduction. In the manga, we see a brief moment at the end of his ice dancing career, then a few pages of chatting with Yoichi Kago and Yoh. There are a few notable things about these conversations, one of them being this one panel.
[Me after spending a few years failing to get job interviews with my bio degree]
Anyways, this section also establishes a lot of details of Tsukasa's background and ice-skating careers. Nothing that the anime doesn't cover at some point or another, but the manga puts it up front so you have a better idea of what's going through Tsukasa's head.
It also introduces the Kago family, who only showed up in episode 6 of the anime. I get why the anime cut their introduction, they're not plot-relevant for a while, but it felt weird for such important characters to just not be mentioned for several episodes. Yoichi practically treats Tsukasa like a bonus son, and he doesn't so much as text or call him? This is the 2020's, even Yoh has a smartphone!
It's also manga!Tsukasa's first interaction with a child, and it's positive. He gets down to Yoh's level to respond to her questions, gives her a complete answer instead of talking down to her, and spins her around a little for fun.
Keep this in mind when anime!Tsukasa has his first interaction with a child.
More significantly, that sequence establishes Tsukasa's pride. He's willing to accept some assistance from the Kagos, but just taking money so he can skate is a bridge too far. Which is immediately juxtaposed with the extreme difficulty of pro-level figure skating. Depending on your perspective, this either makes Tsukasa's refusal more sympathetic ("even if I had accepted everything you offered I might not have made it"), or makes Tsukasa's pride even more apparent (he thought he could make it where so many others failed).
But the anime skips all of that, replacing it with nine seconds of graceful skating to establish that he's a pretty good skater, and a moment of clock-checking that gives the "a small child runs into Tsukasa" gag a little breathing room.
Speaking of which:
Okay, so, let's start with a compliment. Adding that low-angle shot emphasizes how huge Tsukasa seems to this child better than a caption explaining that that's why this nameless child freaked out.
But on the other hand, the anime's restraint in drawing Tsukasa's tears makes them a lot harder to see (especially since they're only in frame for a couple seconds, including the rotating frame transition which helps emphasize Tsukasa's height). This makes Tsukasa seem angry rather than in pain, which isn't helped by the anime lingering on the sobbing child after the "at least say sorry" bit.
Both Tsukasas watch the kids at this point and starts reminiscing on his late start, with some subtle dialogue differences that might imply different things about Tsukasa's character if it's not just translation jank.
In the anime, this does a passable job of replacing the pages of exposition about professional skating in Japan. It drops a lot of the detail in favor of brevity, but a lot of the detail comes back later. Anyways, if a double-length first episode wasn't on the table, that exposition was the right thing to cut.
Though the anime includes the second set of children hitting Tsukasa, and rotates him 180 degrees so they can make it a nut-shot gag. So I can't give them full marks for adaptational efficiency.
Locker Room Talk
In the manga, the scene in the locker room(?) starts with Tsukasa talking to himself. But the details are considerably different.
The manga states that Tsukasa is familiar with this place, while the anime suggests he only came here for a job interview. This absurd jank is probably the anime's attempt to backfill Tsukasa's skating-job-hunter status. It's fine, I guess, but it also implies that Tsukasa is from some other part of Japan and doesn't hang out around here, which isn't true.
Anyways, that's not important. What's important is that Tsukasa and Inori are about to meet for the first time!
Unlike the nameless crashing girl, Tsukasa was drawn scary in the original manga. But between the way that crashing girl was handled and the lack of red-glowing eyes, it seems like manga!Tsukasa is just being scary on accident again, while anime!Tsukasa is angry again.
It doesn't help that anime!Tsukasa intentionally looms over Inori for a moment, while manga!Tsukasa crouches down to her level while saying hi. M!Tsukasa seems like he's trying to be cordial in his rebuke, while A!Tsukasa seems like he's trying to terrify the poor little girl.
And it keeps going. When A!Tsukasa crouches, he also visibly steps forward, making it feel less like "getting down to Inori's level" and more like "invading Inori's personal space". M!Tsukasa keeps smiling until Inori refuses to answer his first question, while A!Tsukasa's expression is a dark-eyed grimace throughout. Also, when M!Tsukasa grimaces at Inori, it's goofy.
Again, the anime refusing to stylize A!Tsukasa's expressions as much as the manga did makes him seem meaner than his manga counterpart. I get why they did that; such exaggerated shifts in aesthetic come across as weirder and more extreme in anime than they are in manga. But it has the effect of hardening Tsukasa.
And that effect is exaggerated by what I'd consider unforced errors. The places where the creative directors interpreted the manga drawings in ways that made Tsukasa seem more sinister. The tweaks they made to the "choreography" to make Tsukasa seem more overbearing. The sound—sound effects, score, and especially Takeo Otsuka's vocal performance—which exacerbate the aggression in the visuals.
And while I've deliberately de-emphasized dialogue differences, a first-time Anglophone watcher isn't gonna have anything to compare Tsukasa's dialogue to, and the subs make him sound more aggressive than the manga.
Also, that little caption. Personal Grudge > Sense of Justice. (or possibly "over"? same idea either way) Combined with another stylized angy-face, it takes the wind out of Tsukasa's sails. It's another way Tsurumaikada (Medalist's mangaka) deliberately makes Tsukasa less threatening, makes his rage seem more ephemeral. It's extremely tell-don't-show and would be a lot jankier in animation, but its exclusion continues to make anime!Tsukasa seem nastier than his manga counterpart.
I'm spending so much time on this one series of small changes for two reasons. First, no force in the universe can compel me to write a concise Tumblr post. Second, when I watched this sequence for the first time, I found Tsukasa incredibly unappealing! I called him cop-brained, which I consider a serious insult. I recognized that this was probably not an accurate reflection of how Tsukasa would act in the future, but it still made me wonder why one of the series's protagonists would be introduced that way.
Turns out, he wasn't. Not only were several pages of introduction cut, the anime makes Tsukasa an incrementally meaner dude in a dozen different ways.
Anyways, the chase after this is pretty faithful to the manga, aside from the more consistent (and less expressive) artstyle. Also the anime makes it feel like Tsukasa lost track of Inori and kept chasing her for a block or two, which makes him seem more aggressive again and makes me wonder why Inori felt she needed to scale a building to get away. But the manga made it feel like Inori climbed most of a building in the time it took for Tsukasa to round a corner, and she's supposed to be athletic but not that athletic, so. Whatever. I've made my point.
Inori (eventually)
Okay, before I get into Inori's introduction, I'd like to contrast Inori brandishing worms at Tsukasa in the two mediums.
There are a lot of differences, from a wildly different frame to the familiar removal of the manga's aesthetic shifts, but I mostly think this panel was funny and want to show anime-onlies what they're missing.
Anyways. Inori. We're four minutes/21 pages in, and while we've technically seen Inori, we haven't really been introduced to her yet. We saw a pretty static shot of her watching TV, we saw her freaked out by a big and possibly aggressive dude, and we saw her sobbing when she thought she killed him. Nothing remarkable yet.
This is Inori's introduction.
And yet, I'm still complaining about small changes that make Tsukasa meaner. This is a dialogue thing, but the sentence structure is different enough that I'm comfortable calling it a likely adaptational change.
Manga!Tsukasa seems more confused than irritated. Anime!Tsukasa seems to understand what's going on and actively dislike it. And I'm already primed to assume Tsukasa is being a stubborn jerk about this situation because of the slightly jerkier way he treated Inori when they initially met. First impressions matter!
Okay, that's enough about Tsukasa.
The bit where Inori explains that her mom won't let her skate so she practices on her own is recognizably the same in both anime and manga, but cut a bit short in the former. Manga!Inori goes on a ramble about how following the book helped her fall less and practicing on her own and...
Meanwhile, in the anime Tsukasa butts in right away. Which is fine, he doesn't actually interrupt her, but it it cuts out a smidge of character work. I'm less conflicted about the page or so of trivia between Tsukasa handing Inori the phone numbers and Inori asking what club he works at, even though some of it is interesting.
Apparently a lot of prefectures have one skating club per rink, but Nagoya has more clubs than rinks. Inconvenient for them, but handy for Tsurumaikada.
Anyways, the anime adds a line where Tsukasa says Inori wouldn't want him for a coach. Manga!Tsukasa gets cut off by his alarm right after saying that he isn't one, and is a bit less laconic while leaving. Minor stuff. End scene.
Oh, since I keep ragging on the anime for not exaggerating expressions or shifting art style as much as the manga, I figured I should point out one time they did do those things. A little.
Conclusion
2,200 words, and I only got to the first six minutes of the anime and 27 pages of the manga. But I only took this long because of how important first impressions are.
Inori's first scenes are preserved pretty well! She loses a little texture from the inevitable cuts (turning a 69-page manga chapter into a 22-minute anime episode isn't easy!), but the only serious change was implying that she was inspired by Hikaru specifically, not a bunch of figure skaters of which Hikaru was merely the most distinguished.
Tsukasa doesn't fare so well. Cuts were inevitable, but almost all of Tsukasa's initial character development hit the cutting room floor. No diving into his history, no conversation with the Kagos, no discussion of the career problems a second-rate figure skater encounters. It skips to the part where Tsukasa small children skate into him while he's standing still. And also makes his reaction less sympathetic. And carries that pattern through his first interactions with Inori.
Now that I've got the context, I'm kinda pissed that they did Tsukasa dirty like that. It doesn't seem like it was intentional, I don't think director Yasutaka Yamamoto hates Tsukasa or anything. But it feels like whenever the anime staff had to make a decision, they picked the one that made him seem less nice.
[Sand the Edges>]
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Castlevania Symphony of the Night Part 1: Die Monster!.....in Japanese!!
We’re here folks
We’re finally here
And I’m playing the Japanese version! Why? Well let’s just say that there’s some content that was originally exclusive to the original japanese release which was cut from the international one. Said content was restored in the PSP version....but I decided against playing that. It’s a playable version, but it’s minor yet noticeable graphical downgrades compared to the original just bug me the wrong way
You can already spot a difference in the intro: the actual narrated text is english even in the Jpn version, and no it’s not due to me playing a translated rom, even untranslated it’s in english, just with a japanese voice over
What intrigues me is how the text itself was still largely rewritten in the international versions, yet even the japanese one calls Dracula’s Castle “Castlevania”, which I had always thought was just a quirk of the english localization and not something that was ever truly recognized by the japanese side of things, at least not until the mid 2000s when even the japanese versions started using that name as the series’ title for a time
However, while I can’t understand japanese, I can’t hear the narrator actually pronouncing the name “Castlevania” anywhere, so I’m going to guess that he’s reading from a different script?
Anyway there’s going to be...LOTS to talk about with this game, though luckily we’ll have plenty of parts to do so :)
Just to start off with something that everybody knows by now: this might just be the most beautiful sprite based game of its generation, probably of the whole decade of the 90s
Yeah sure there are a couple of weird imperfections here and there, namely Richter’s sprite still being from RoD instead of reflecting his redesign, except for one cutscene where he IS given an updated sprite (I guess that’s one point in favor of the Saturn version). This is pretty much the game that started the tradition of reusing old enemy sprites, especially guys from Rondo and a couple from Castlevania IV
But honestly? This stuff is barely even a blip on the radar here. Every sprite, every background is so detailed, so well animated, oozing with so much charm! Every enemy has their own unique death animation, there are a billion different animations for the various spells and secret moves, I could list stuff all night!
Alucard’s sprite and animations have entered into the realm of videogame legends now, which is funny because when you think about it his animations are just way too smooth compared to everything else he kinda sticks out, not to mention that the actual running animation looks silly with the way he moves his arms (not that the Belmonts in the previous games weren’t guilty of a similar running animation quirk with their ultra-manly walk cycles), but it’s just so mesmerizing to look at! He truly feels weightless, like some sort of wraith drifting through the night, with that cape, that hair, the after images etc
The funny part is that the game does implement a bunch of more typical PS1 3D effects, which you’d think would clash hard with the sprites and age the game badly but they actually end up giving it even MORE charm, because they’re usually relegated to 3D backgrounds, but the actual renders not only look pretty damn good usually, they actually help make some environments look more memorable and larger than life! The cathedral, the moving clouds, the houses in Olrox’s Quarters. The Magic Tomes that attack you in the Library technically clash so hard with the rest of the place, but the renders themsleves are nice and I fucking love watching them explode into a burst of flames as their letters just spill out from the pages!
I even love the SOUND EFFECTS in this game! I’m pretty sure that most of them are just stock effects, especially the ones for the transformations and whenever you use a potion....but I dunno they’re goofy in a good, charming way to me
And we haven’t even talked about the music! Oh God! I’ll save THAT for the next part!
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3D Product Animation Services in the USA: Captivating Audiences with Visual Storytelling
What is 3D Product Animation?
3D product animation involves creating animated, three-dimensional visual representations of a product. Unlike static images, 3D animations allow viewers to see the product from multiple angles, explore its features, and even witness its functionality in action. This immersive approach not only enhances customer understanding but also helps in conveying the brand’s message more effectively.
The Importance of 3D Product Animation
Enhanced Engagement: In a world where attention spans are dwindling, captivating content is crucial. 3D product animations engage viewers by combining visual appeal with informative content. When consumers can see a product in action, it helps create a connection that static images simply cannot achieve.
Complex Demonstrations Made Easy: Certain products, especially those with intricate functionalities, can be difficult to explain through text or simple images. 3D animations simplify this process by visually demonstrating how a product works. For example, a tech gadget can be animated to show its features, usability, and integration into everyday life.
Versatile Marketing Tool: 3D product animations can be used across various platforms, including websites, social media, email campaigns, and presentations. This versatility allows brands to reach their audience through multiple channels, reinforcing their message and enhancing brand recognition.
Increased Sales Conversion: According to studies, products that feature videos or animations have higher conversion rates. By showcasing a product’s unique features and benefits, 3D animations can significantly influence a consumer’s purchasing decision.
Competitive Advantage: In a crowded marketplace, standing out is essential. 3D product animations provide brands with a unique way to showcase their offerings, differentiating them from competitors who rely solely on traditional marketing methods.
The Process of Creating 3D Product Animations
Creating a compelling 3D product animation involves a multi-step process that requires a blend of creativity, technical skills, and collaboration between the client and the animation team. Here’s a breakdown of the typical workflow:
1. Concept Development
Before diving into the animation process, it’s essential to establish a clear concept. This stage involves understanding the product, its target audience, and the message that needs to be conveyed. Brainstorming sessions between the client and the animation team can help identify key selling points and narrative elements.
2. Storyboarding
Once the concept is defined, the next step is to create a storyboard. This visual representation outlines the sequence of events in the animation, including camera angles, transitions, and key moments. Storyboarding helps ensure that everyone involved has a clear understanding of the project’s direction.
3. 3D Modeling
This phase involves creating a digital 3D model of the product. Using specialized software, animators craft a detailed representation that captures the product’s design, colors, textures, and features. This model serves as the foundation for the animation.
4. Animation
With the 3D model complete, animators bring the product to life. This step includes adding movements, effects, and transitions that demonstrate the product’s functionality. For example, a product could be animated to show how it opens, operates, or interacts with other objects.
5. Rendering
After the animation is complete, the final step is rendering. This process converts the animated model into a video format, ensuring that all visual and audio elements are perfectly synchronized. Rendering can be resource-intensive and may take time, depending on the complexity of the animation.
6. Feedback and Revisions
Client collaboration is crucial throughout the animation process. After the initial render, feedback is solicited, and revisions may be made to ensure the final product aligns with the client’s vision.
Applications of 3D Product Animation
3D product animation services find applications across various industries, including:
Consumer Electronics: Tech companies use 3D animations to demonstrate the features of new gadgets, making it easier for consumers to understand their benefits.
Healthcare: Pharmaceutical companies can animate complex medical devices, helping healthcare professionals and patients grasp their functionalities.
Automotive: Car manufacturers create 3D animations to showcase vehicle features, interiors, and performance, enticing potential buyers.
Fashion: Clothing brands can use 3D animations to highlight the fabric, fit, and design of their apparel, creating virtual fashion shows.
Manufacturing: Industrial companies often use 3D animations to visualize machinery and equipment, making it easier to explain complex processes.

FAQs About 3D Product Animation Services in the USA
1. What are the benefits of using 3D product animation?
3D product animation enhances engagement, simplifies complex demonstrations, increases sales conversion rates, and provides a competitive edge in marketing.
2. How long does it take to create a 3D product animation?
The timeline varies based on the project’s complexity, but typically it takes a few weeks to complete the entire process from concept development to final rendering.
3. What is the cost of 3D product animation services?
Costs depend on various factors, including the length of the animation, complexity, and the animation studio’s expertise. It’s advisable to request quotes from multiple providers to find a suitable option.
4. Can I see examples of previous work before hiring an animation service?
Yes, reputable animation studios usually have portfolios showcasing their previous work. Reviewing these can give you a sense of their style and capabilities.
5. Is client collaboration involved during the animation process?
Conclusion
As the demand for engaging and informative marketing content continues to grow, 3D product animation services offer a powerful solution for brands in the USA. By leveraging this innovative technology, businesses can elevate their marketing strategies, enhance customer understanding, and ultimately drive sales.
If you’re looking to make an impact with your product presentations, consider partnering with 3dmodellingservices for professional and high-quality 3D animations tailored to your needs. Transform the way you showcase your products and stand out in today’s competitive landscape!
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How Much Does It Cost to Create Viral Shopify Dropshipping Video Ads?
https://bit.ly/3XSQ8Lm
In the world of e-commerce, Shopify dropshipping has become a popular and accessible business model for entrepreneurs looking to sell products without the hassle of inventory management. However, one of the biggest challenges in this competitive space is attracting potential customers. That’s where video ads come into play — specifically, viral video ads.Creating a viral video ad can significantly boost your Shopify store’s visibility and sales, but it comes with a cost. Whether you choose to make the video yourself or hire professionals, understanding the different pricing structures will help you budget accordingly. In this article, we’ll break down the costs of creating viral Shopify dropshipping video ads and show how you can leverage platforms like Fiverr to find affordable professionals to get the job done.
Why Are Video Ads Important for Shopify Dropshipping?
Before diving into the costs, it’s essential to understand why video ads are so critical to the success of a Shopify dropshipping business:Engagement: Video ads capture attention far better than static images or text-based ads. With videos, you can show your product in action, tell a story, and create a stronger emotional connection with your audience.Higher Conversion Rates: Video ads can increase conversion rates by showcasing the benefits and features of your product in a concise and engaging way. According to research, customers are 64–85% more likely to buy a product after watching a video about it.Reach and Shareability: Viral video ads can exponentially increase your store’s reach. A well-produced, engaging video is more likely to be shared by viewers, increasing your brand’s exposure across multiple social media platforms.
Key Factors Influencing the Cost of Video Ads
The cost of creating a viral Shopify dropshipping video ad can vary widely, depending on several factors:Type of Video Ad:Product Demo: These are simple videos showing how the product works. They’re relatively straightforward to produce.Story-based Ad: These involve a narrative or storyline, which can increase engagement but often requires more planning, scripting, and production time.User-Generated Content (UGC): Videos that look like they were made by customers or influencers can be cheaper but may require coordination with individuals.Length of the Video: Typically, shorter videos (15–30 seconds) are ideal for platforms like Facebook, Instagram, and TikTok. Longer videos (30 seconds to 1 minute) can be more informative but may cost more in terms of production and editing.Production Quality: The quality of the video is a critical factor. High-quality production, with professional cameras, lighting, and post-production, will cost more than a simple homemade video.Editing and Special Effects: If your ad requires complex editing, animations, or special effects, it will increase the cost. Some viral ads use motion graphics, 3D animation, or voiceovers, which add to the price.Platform and Reach: The platform you’re targeting will also influence the type of video you create. Ads optimized for social media platforms like Facebook, Instagram, or TikTok will have different requirements in terms of style, format, and length.
Breaking Down the Costs
Now that we know what influences the cost of creating viral Shopify dropshipping video ads, let’s break it down further into three categories: DIY video creation, hiring freelancers on platforms like Fiverr, and working with professional agencies.
1. DIY Video Ads: $50 — $200
If you’re on a tight budget, you can create video ads yourself. With the help of affordable tools like Canva, InVideo, or iMovie, you can produce decent videos for your dropshipping store without spending much money.Pros: Extremely cost-effective, complete creative control.Cons: Time-consuming, may lack professional polish, and might not achieve the desired viral effect.While creating the video yourself might be cheaper upfront, there’s a learning curve if you’re unfamiliar with video editing software. Additionally, DIY ads may lack the professional quality required to stand out in a crowded marketplace.
2. Hiring Freelancers on Fiverr: $50 — $500
One of the most cost-effective ways to get a professional video ad is by hiring a freelance video creator on Fiverr. Fiverr is a platform where freelancers offer various services, including video creation, at different price points.Price Breakdown:Basic Video Creation: Prices start at around $50 to $100 for simple product demo videos or short ads with basic editing.Mid-Level Video Creation: For more polished videos with better quality and added features like background music, animations, or voiceovers, prices range from $150 to $300.High-End Video Creation: Professional-grade videos that include complex storylines, actors, high-end production, or extensive editing may cost $400 to $500 or more.Pros of Using Fiverr:Affordability: Fiverr offers a wide range of pricing options, making it possible to find talented freelancers even on a small budget.Variety: You have access to a global pool of creators, so you can find someone whose style matches your brand.Quick Turnaround: Many Fiverr freelancers offer fast delivery times, sometimes within 48 hours or less.Cons of Using Fiverr:Variable Quality: Since anyone can sign up to offer services on Fiverr, the quality of work can vary. Be sure to check portfolios and reviews before hiring.Communication: Since you’re working with freelancers from different parts of the world, time zone differences and communication barriers can sometimes slow down the process.
How to Find the Right Freelancer on Fiverr
To get the best results on Fiverr, here’s what you should do:Search for Shopify Dropshipping Video Ads: Use specific keywords like “Shopify dropshipping video ad,” “product video,” or “e-commerce video ad” to find relevant freelancers.2. Check Portfolios: Look for video creators who have a strong portfolio of work, especially if they’ve worked on similar projects. Check for creativity, engagement, and production quality in their past work.3. Read Reviews: Customer reviews and ratings are important indicators of a freelancer’s reliability and the quality of their work.4. Request Customization: When reaching out to a freelancer, be clear about your expectations. Include specific requirements like video length, type of content (e.g., unboxing video, product demonstration), and any other customization you need (voiceovers, text overlays, music).5. Negotiate Price and Turnaround Time: Most Fiverr freelancers are open to negotiation on prices, especially for bulk orders or repeat work.
6. Hiring Professional Agencies: $1,000 — $10,000+
If you have a larger budget and are looking for a truly viral ad, working with a professional agency might be the best option. Agencies typically have access to better equipment, experienced teams, and can manage the entire production process from scriptwriting to final editing.Pros: High production value, professional scripts, actors, and special effects. Agencies have experience crafting viral content.Cons: Expensive and often out of budget for smaller Shopify stores or beginner dropshippers.
Conclusion
The cost to create a viral Shopify dropshipping video ad varies based on the production level, type of video, and who you hire. If you’re starting out, hiring a freelance video creator on Fiverr can be a great option, offering both affordability and professional quality. For a simple product video, you might spend as little as $50, while more complex, high-quality ads could cost up to $500 or more. If you’re aiming for a viral campaign and have a larger budget, you could look into hiring a professional agency, but expect to pay in the thousands.Investing in a well-crafted video ad can be a game-changer for your Shopify dropshipping business. It not only increases engagement but also boosts your sales by providing potential customers with an engaging, memorable experience that leaves a lasting impression.tape here and get your video ads
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Thoughts I had during TGCF S1 Ep 3
-Previously on TGCF… and it actually recaps the first 2 episodes!
-It’s all about to come together…
-It is a ghost bride
-Zombie brides!
-Real Jerk move
-A 3D effect
-Didn’t know it a zombie apocalypse happened in Ancient Feudal China (I need to brush up on my history)
-Like moths to a lantern
-Well that trick didn’t last too long
-Oh so that’s how you stop an Ancient Zombie Bride Apocalypse
-Nice move, Pengtou, he is out cold.
-At least the mob isn’t splitting up
-Welp, now they’re grateful
-The fact that he said he’s accepting donations, XL is really desperate, I can’t believe that quote was from the book!
-Wait a minute, he was an acrobat??? Xie Lian Pre 3 ascension life spinoff when??? (That’ll prolly never happen)
-More Naruto running
-That could explain the literal corpse brides BA DUM TSS Pun count: 2
-Well it does seem bad
-Man here comes the Bride Pun count: 3
-Nah, that was mostly Ling Wen
-Now that is an Azula level breakdown
-Seems like it Xuan Ji
-Oh another good animation
-Yep he sure had it coming
-Pei Ming sure knows how to pick em
-No Xiao Ying…
-They are not merciful with the body count in this whole series
-She was his friend
-Woah saved by literal divine intervention
-He looks just like Pei Ming
-Geez, Pei Ming this is why we don’t Ghost our Exes, Pun Count: 4
-Does anyone else think suddenly Pei Ming kissing Xuan Ji is a red flag? No one, just me??
-Buddy, saying a woman should smile more often is obviously what you should not say to a woman (Has Pei Ming written the book, “How to offend Women in 5 syllables or less?)
-Honestly after reading the first 2 novels and watching the first few episodes of Season 2, Pei Ming is by far the most easiest Heavenly Official to roast
-Yep they totally boinked
-Horse ride
-Maybe Pei Ming should’ve let her down gently
-Man, Xuan Ji, maybe you should’ve heard of the phrase, “Plenty of Fish in the sea”
-Yeah Pei Ming’s definitely at fault to me
-That’s why we don’t break up over text Pun count: 5
-Yeah she is a mess
-Xuan Ji reminds me of that one scene in Avatar where Azula gets dumped by a guy at Ember Island
-OOOHHH Another shot fired at Fu Yao
-The way Xie Lian blinked when he realized he was still in the wedding dress XD!
-More foreshadowing
-The sound effect when Fu Yao rolled his eyes!
-FIGHT! FIGHT! FIGHT!
-Restoring faith in Ming Guang
-She was too young and kind…
-They didn’t make the disease look too graphic like in the Manhua
-Oh no Trauma
#my reaction#episode reaction#tian guan ci fu#tgcf#heaven official's blessing#Tgcf season 1#English dub#episode commentary#Xie Lian#Nan Feng#Fu Yao#Lang Ying#Xiao Ying#xuan ji#Pei Ming#Pei Xiu#Xianle trio#Episode 3#atla#avatar the last airbender#atla azula#princess azula#Nan yang#feng xin#xuan zhen#mu qing#ling wen
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