dwellerinroots · 2 years ago
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Some day, I need to go over all the grungy weird aesthetic notes Doom 3 left on my soul. Today is not that day, because as a day ending in Y there are things to be done. But we'll always have Mars City.
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prokopetz · 1 year ago
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The Baba Is You modding community is sort of the exact opposite of every other video gaming modding community in that the troll levels are actually more interesting and accessible than the ones that purport to take the game and its design principles seriously. The "serious" level packs are like "here's a level that expects you to keep track of thirty plus unmodifiable rules and accepts exactly one valid solution which obliges you to carry out a two hundred step procedure to pile six different instructions on top of each other and exploit an obscure text stacking priority mechanic in a way that's deeply counterintuitive but technically base-game legal", while the "troll" level packs are like "let's see how long it takes them to notice that the pause button is an interactable object", and I'm 100% prepared to argue that the latter is more true to the base game's driving ethos than the former.
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mostrovskaa · 4 months ago
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Some more art from my bachelor's degree final art project - Urnfield. Here are a few sketches of individual levels and some visual dev ilustrations of them :-)
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chloesimaginationthings · 10 months ago
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Hey! I love your art ^^
Been meaning to ask, is there a reason for the slight "redesign" for game Vanessa? Or did she just feel like putting lipstick on after becoming Vanny?
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The slight redesign was to differ her more from movie Vanessa
Similar to how Mike and Michael look pretty different, I wanted a similar thing for Vanessa and Vanny, she’s more or less the same but easier to immediately tell the difference
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stealingpotatoes · 1 year ago
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hands you all this cal to announce i’ve FINALLY finished fallen order (by which i mean i finally picked it up again after those couple hours i played a few months ago and then finished the whole game in 2 days lol)
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samuraiunicorn · 11 months ago
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The Broadcast Bazaar is a black market hidden amongst an old studio and the surrounding industrial sector. It won't be explorable for quite a while, but it will feature prominently in the opening cutscene of the public demo. There still a lot of details and NPCs that we need to add into the space, but things have been coming along quite smoothly this month, so I wanted to end the year on a bit of walk through.
More info to come in 2024.
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blueskittlesart · 2 months ago
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*sigh* thoughts on Nintendo's botw/totk timeline shenanigans and tomfoolery?
tbh. my maybe-unpopular opinion is that the timeline is only important when a game's place on the timeline seriously informs the way their narrative progresses. the problem is that before botw we almost NEVER got games where it didn't matter. it matters for skyward sword because it's the beginning, and it matters for tp/ww/alttp (and their respective sequels) because the choices the hero of time makes explicitly inform the narrative of those games in one way or another. it matters which timeline we're in for those games because these cycles we're seeing are close enough to oot's cycle that they're still feeling the effects of his choices. botw, however, takes place at minimum 10 thousand years after oot, so its place on the timeline actually functionally means nothing. botw is completely divorced from the hero of time & his story, so what he does is a nonissue in the context of botw link and zelda's story. thus, which timeline botw happens in is a nonissue. honestly I kind of liked the idea that it happened in all of them. i think there's a cool idea of inevitability that can be played with there. but the point is that the timeline exists to enhance and fill in the lore of games that need it, and botw/totk don't really need it because the devs finally realized they could make a game without the hero of time in it.
#i really do have a love-hate relationship with this timeline#because it's FASCINATING lore. genuinely. and i think it carries over the themes of certain games REALLY well#but i also think it's indicative of a trend in loz's writing that has REALLY annoyed me for a long time#which is this intense need to cling to oot#and on a certain level i get it. that was your most successful game probably ever. and it was an AMAZING game.#and i think there's definitely some corporate profit maximization tied up in this too--oot was an insane commercial success therefore you'r#not allowed to make new games we need you to just remake oot forever and ever#and that really annoys me because it makes certain games feel disjointed at best and barely-coherent at worst.#i think the best zelda games on the market are the ones where the devs were allowed to really push what they were working with#oot. majora. botw. hell i'd even put minish cap in there#these are games that don't quite follow what was the standard zelda gameplay at their time of release. they were experimental in some way#whether that be with graphics or puzzle mechanics or open-world or the gameplay premise in its entirety. there's something NEW there#and because the devs of those games were given that level of freedom the gameplay really enforces the narrative. everything feels complete#and designed to work together. as opposed to gameplay that feels disjointed or fights against story beats. you know??#so I think that the willingness to allow botw and totk to exist independently from the timeline is good at the very least from a developmen#standpoint because it implies a willingness to. stop making shitty oot remakes and let developers do something interesting.#and yes i do very much fear that the next 20 years of zelda will be shitty BOTW remakes now#in which botw link appears and undergoes the most insane character assassination youve ever seen in your life#but im trying to be optimistic here. if botw/totk can exist outside the timeline then we may no longer be stuck in the remake death loop#and i'm taking eow as a good sign (so far) that we're out of the death loop!! because that game looks NOTHING like botw or oot.#fingers crossed!!#anyway sorry for the game dev rant but tldr timeline good except when it's bad#asks#zelda analysis
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ryllen · 7 months ago
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i saw these two posts [x] [x] and be like 'ah yeah this makes sense'
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deltarunebt · 6 months ago
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Meeting (Befriending?) Jevil
So much for an easy first fight.
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kaetor · 2 years ago
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I swore to myself I'd never redesign the black mask fit because I think it's perfect the (horrible) way it is but then I got bored and had an idea.
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devsgames · 1 year ago
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Thinking about the design of The Imperial City from The Elder Scrolls: Oblivion again. I love Oblivion but it's hands-down my least favourite design of any open world RPG because a lot of its layout defies a lot of what might ordinarily be logical city layout choices when building a city.
Disclaimer: This is mostly me being petty about level design that I recognize does not matter. I realize most of this is likely just due to development constraints and player-centric design choices, and can just as easily be written off. But dammit I'm a level designer who has worked on open world games and in the projects I worked on this is all stuff that would have been flagged so I'm gunna be petty anyway!
So let's talk about the paths into the city.
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Well....it's the capital of all of Tamriel, it's on an island, and there's just one road leading in and out of it. That road leads over a bridge. Probably the easiest city to siege ever, just capture the bridge and you win. Ezpz.
But also the ROAD itself!!! My god!!!
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Literally can you imagine all land-bound trade and transport having to navigate down this single 75 degree road to get in and out of the largest city (and capital!) of all of Tamriel. Horses, creatures notoriously good at navigating treacherous vertical inclines.
Madness!!!!!!
The harbour is also incredibly small for a capital. You'd think with one ski-hill road leading to the city they'd use the harbour more, but this thing fits two (2) ships max, and there's almost no room to navigate it them in there.
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The logical layout would dictate that all goods in the city are stored in the harbour and transported into the city for sale, or brought to market from out of city. Well...
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Both of those paths necessitate going to the exact opposite corner of the city in order to deliver the goods to where the trade district is! The absolute furthest possible route!
What's more is that these routes lead through multiple flights of stairs! Good luck driving that wagon full of produce to its destination!
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Meanwhile if you trace a path leading from the the Harbour to the ocean you'll discover that the only river that leads to the ocean is shallow enough for a person to walk over, meaning sea liners can't pass through it.
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So uh yeah... it's logistically impossible to sail a boat from the Imperial City (the capital of Tamriel) to the ocean around Tamriel and vice-versa, making the fact that it has a harbour at all makes little sense. No wonder there's only ever two ships docked there!
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lesraarsel · 7 months ago
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Senua, Hellblade
Wanted to do something Mike Mignola-y
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jobbot · 1 month ago
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hydrogen bomb vs coughing baby
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arcadebroke · 4 months ago
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little-shadow-club · 2 months ago
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Netmarble can have my money idc just PLEASE LET ME HAVE A WALLPAPER OF HIM
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trisarahtops-sketches · 4 months ago
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Zelda! ✨🪄💫
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