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#i spent so much time recoloring and adding details
recurring-polynya · 2 years
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BLEACH Anime Celebration
Day 2 Prompt: New Looks The characters are dressed in new outfits - bonus points if it’s something not from their native plane of existence Must include at least one Arrancar or Quincy character Features one or more pastel colors One character says or does something that sets another character off
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i have never drawn an arrancar before in my life
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saradika · 2 years
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Hi I hope this isn’t an annoying question, but how do you get your blog so aesthetic with all the colors matching and with your headers?
Oh, not annoying at all! I spent a bit of time trying to make my new header and Masterlist look cute (and felt pretty happy with it!) so this was exciting to see, haha 💕
Here’s how I did it - this is probably too much detail but I just wanted to cover as much as I could! You could do these steps in any order, though:
I made my header first, using a mix of Canva (it’s free! and wonderful and pretty easy to use) and Procreate on my phone. Once I liked it, I used the eyedrop tool to find the hexcode of the color at the very bottom of the image (in this case - the pink!).
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Then I chose the same color for the background of my blog. (You can choose another matching color for the accent! I wanted to use the seafoam color in the header but it was too dark so I chose white instead)
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And that will make your header and bio pretty seamless! 💕
For my Masterlist Headers & Dividers, I used Canva again. There’s a bunch of templates on Canva you can use, if you don’t want to start from scratch. You can even search for Tumblr Headers and it will have a couple suggestions! There’s also a ton of elements and frames so you can add in photos or details - pretty much whatever you want!
There’s also options to choose the color of your backgrounds (and even change the colors of their patterned backgrounds) as well as any added elements (ex - the constellations and the stars) - so I used the same hex codes for the pink and seafoam in my main header so that all the colors would match.
I did the Masterlist header first and placed all the elements and picked a font. When I was done, I made a copy of my file in Canva, flipped the colors, and updated the character names for the different fic sections! You can download an image when you’re done, and then just jump back in and change the text whenever you want. (And just a note - for the characters I did crop the images after saving to remove the extra space at the bottom and top)
For the star divider, I had picked it off my list here, and I recolored it to match. If you have a divider you made in a different color, an easy way to change it is to use procreate/photoshop, and turn on Alpha Lock. You can then color on the layer with another color, and it won’t go outside the lines of the graphic. Super useful tip to reuse what you have! **(Just please don’t recolor other peoples images without permission)**
Out of all of this - using the same colors across the different pieces is what makes it look cohesive! So that would be my biggest tip, haha.
I hope this was a little helpful! If you have any other questions please let me know!! I am happy to help 💕
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bloomvalyria · 3 years
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So I thought I’d do another Procreate Before and After while I work on these sparxshipping prompts. This time with my edit The Dragon’s Heirs! By the way, thank you all so much for all the notes on it. I was really nervous about posting this one, and to see it be so well received despite it being incomplete is insane because it’s my first attempt on queen regalia for Bloom. And because of this breakdown I’m actually going to post the side by side comparisons in full color! So you’ll kind of get to see it in non-Book of Fate coloring! But you’re also going to see some fuck ups —particularly on Baltor’s lower half— but please ignore those for the sake of this post. Fuck ups are easier to conceal in sepia tones.
I’m gonna say it, Sparxian royal fashion is atrocious. Therefore, with Bloom I went with a base dress that’s actually Stella’s from s6 and tied in some Sparxian elements. For instance: Bloom’s birth medallion on the belt, the dragon from the Sparxian flag (Which yes that is a canon thing from the show! It is a golden dragon on a field of purple. And since purple isn’t in either of Oritel or Miriam’s outfits, I didn’t feel compelled to include it in Bloom’s. But peep it on Baltor’s sash.) imbedded in the crown, and Oritel’s fur cape. Fur seemed to be a central theme to her parents’ clothes, and I do think it adds an extra regal flair to it, so both she and Baltor have one.
I love Stella’s Queen for a Day ensemble and as you can see, it is quite literally the outline for Bloom! There’s an obvious color change on the dress, I erased the gold cords and the fairy wings, and I switched it from one-shoulder to strapless. Stella is very over the top with her clothes, while I always imagined Bloom’s royal attire to be simple yet elegant. No need for a bunch of unnecessary accessories. Also when I was working on her I was listening to “Goddess” by Xana on repeat so I think I accidentally influenced myself to go with a more Greek goddess vibe. Which I’m not mad at! I can totally see Bloom being obsessed with Greek mythology.
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Now Baltor ... that man is a mess every time I try to make anything for him. The more elaborate the edit, the worse it is to work with him. It also doesn’t help that the outfits for the boys all suck and the few decent ones have extremely limited screen time. This is literally just Baltor’s head stapled onto a recolored version of Sky’s ball outfit from s6. Like that’s it. I am so sorry to everyone for revealing that atrocity but dammit you can’t tell me Baltor doesn’t look better in it. You can’t. Other than that I gave him King Teredor’s crown with a recolored jewel. I was going to go with something extravagant like Thranduil’s crown but it didn’t turn out the way I’d hoped. The more I think about it now, I realize that Baltor wouldn’t desire an extravagant crown, despite his massive ego and need for drama. His presence exudes enough power by itself. I also flat out refused to give him Oritel’s Pope-esque headdress because no I shouldn’t have to explain that. However I did give him Oritel’s sword and added a tiny engraved Sparxian dragon on the handle.
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Including the time I spent recoloring to match the Book of Fate, I used 100+ layers (I lost count after 100) and spent about 8 days in total on this edit. A decent amount of time, but certainly not the longest I’ve spent on one. There are some details that still need to be worked on, and currently are being worked on, but this was a spontaneous and unexpectedly big project and I think it turned out rather well for an incomplete edit!
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ajduckie · 5 years
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Sarah Hair // Saccharine Palette Recolor *UPDATED AND EXTENDED*
Here it is! My very first CC ever! One of my favorite hairs, recolored in one of my favorite palettes 🥳 AH00B’s Sarah Hair recolored in pastry-box’s gorgeous Saccharine palette my extension of pastry-box’s gorgeous saccharine palette!
Download and details below!
details and random rambling // 1 CAS item  •  16 natural swatches 30 swatches, 23 natural and 7 unnatural/pastel  •  custom thumbnail  •  TBH I thiiink my favorite part of this process was making the preview mockup you see above 😂 I absolutely adore working in Illustrator so that was tons of fun and I probably spent way too much time on it hehe. This is currently one of my favorite CC hairstyles so I’ll definitely be doing a recolor in at least one other color palette in the near future. I have some ideas in mind but if you have a favorite palette you’d like to recommend, go ahead and leave it in the replies below! I might work on making my own palette to use for recolors too! [update] // matching eyebrows here!
download // via SFS (no ad-fly) *** UPDATED 10/25/2019 *** 
You must have the original mesh by AH00B in your mods folder in order for this recolor to appear in-game! You can get his mesh for the Sarah Hair in EA’s standard 18 colors here.
let’s have tea? ☕️
terms of use // don’t be a butthead  •  do not re-upload  •  do not claim as your own  •  do not use my graphics  •  always give appropriate credit  •  enjoy 💛
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bignookling · 4 years
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100 days to acnh challenge - 1 to 74
found this challenge and decided it would be a great way to pass the time until the release date, and a good way to get people to know me a lil better too c’: i feel so powerful starting at this point, there are so few days left to wait! 
1. Do you prefer making up a new name for your villager, or using your own name? i never, ever used my own name... i always felt like this would be boring, and i kinda want to give myself the opportunity to create a new “character” based on the events that happen to them in the game... (my first character in wild world was named Scarlet :^)) 2. Do you use the first map you’re given, or do you reset for layouts? i am bige resetter with bige plans all jokes aside i am way too indecisive and spent way too much time on this, i would even check people’s dream towns prior to resetting to gather ideas and fresh input on this. though usually, each time i remade my town i had a specific kind of map in mind? most of all, i like having a secluded nice little corner to put my house (being able to move your house in nh is a game changer honestly!) grass type and colors of buildings also matter. residents not so much because, hey, i can also reset for that later! (i am terrible) 3. Do you use the face you’re given, or do you wait for guides and choose your favourite? similarly, i use a guide. i think the only times i didn’t was my first times in wild world where i didn’t really have access to a fast internet connection :’^) (guess what i am also indecisive about this! my most used are the classic arched villager eyes, the almond shaped ones and the shiny anime ones THEY ARE TOO CUTE) 4. Favourite town/island name?/Have you a name picked out for your town/island? I WON’T SAY YET... i have multiple options for now and idk what to do... but my nl town is named Suzuran, and i really like this name :] 5. Will you be sharing with friends/family, or is your island going to be all your own? probably gonna be my own! my mother used to have a character in my wild world town though :) 6. What’s a new feature you’re excited about? ALL but mostly the terraforming/switching everything up options!! for...reasons mentioned above... also the weeds. i never really got to dupe clovers or stuff like that so i am very pumped 7. Favourite fruit? buttfruit peaches probably... i also love perfect oranges and perfect pears because they’re like golden... i like gold like perfect fruits in general hehe i also love the new fruits in new leaf! 8. Least favourite fruit? apples are a bit tacky to me but i still love them i am sad i cannot really make a lot of fruit trees work in my minimally colored nl towns... some people do it so well though and i am TRYING 9.  Favourite area? (Beach, campground, shopping district etc, from any entry in the series.) THIS IS HARD I DON’T HAVE A LOT OF MEMORIES i have fond memories of the beach in wild world just because of some people’s really pretty hacked towns. like they added a whole “manor” (big player house) in front of it and that was the bomb. i also loved the cliffs in city folk and am so glad they are back... 10. Where do you like to like to put your house? Do you like that level of customization, or do you prefer to have some things decided, like in older entries? as i said i like secluded, remote areas for the house, and i also loved to put it near the cliff in city folk! (you better be fully awake if you step out)  the beach is a neat option too. but in nl my favorite was next to a waterfall! 11.  Favourite grass pattern? triangles! when i was a kid it was my least fav and i always avoided it though... then i visited a friend’s cf town and was like “wait this is MORE LIKE REAL GRASS” and i had an awakening...  12. Least favourite grass pattern? circles are a bit... odd for grass i think 13. Favourite villager/s? purrl was my absolute queen when i played wild world and still is. i love cats in general... and deer. and coco. coco is so my aesthetic and goals for a town feeling if you know what i mean, i adore her. doyoing 14. Least favourite villager/s? i am basic and like cute things so the least cute and mostly most tacky, bright colored ones... i am sorry...i still care about all your villagers 15. Did you like doing Tom Nook’s chores, or did you find those to be a pain? generally speaking i like them when i first play the game because they are immersive and kinda introduce you to the main concepts of the game? (the city in city folk, being mayor in nl etc) but with side characters and resetting they get a bit repetitive and frustrating upping your reputation to be able to work as a mayor in nl also is a pain 16. Favourite NPC/s? label is my queen and wife. i love her sisters too, and tom nook... BLANCA too i adored her when i played wild world and couldn’t get to see her in my town and was so hyped for her nl event laughs, and joan and daisy mae... i’m probably forgetting some faves I LOVE EVERYONE wait KAPPN has cute dialogue too!  17. Least favourite NPC/s? is there one? i don’t know? i’m gonna go check a list of npcs now ... i am back and honestly I DON’T KNOW 18. Do you use paths? Are you excited about the new path tool? i don’t use paths in my town because they are a mess to set up and i love the natural look anyway, but some people do it so well! i love the ones with natural colors and the little details.  the new path tool looks so convenient, but i don’t know if i like the textures! i’ll probably use it sparsely because i also wanna keep that wild look to my town 19. Favourite feature from an older entry?  the lights on the villagers’ houses in wild world is what came to mind first, hahah 20. What was your first Animal Crossing game? WILD WORLD!! i played it so much and for so long 21. Favourite activity (fishing, bug catching, fossil hunting, other)? bug catching (ca-ching) is my fave out of this list, i also love visiting dream towns and playing with friends in general! 22. Least favourite activity? diving is so slow... 23. Favourite bug? the huge butterflies you see in summer (i was AMAZED when i first saw them), the fireflies (SAME, the first time i saw some was in someone else’s town in city folk as we crossed a bridge and it was just magical, laughs), and the big shiny beetles... it’s not just for the monies, i promise 24. Least favourite bug? either the small butterflies that you see everywhere when you’re trying to catch something neat for the bug-off, or the tarentulas/scorpios because i NEVER MANAGED TO CATCH THEM 25. A quarter of the way there! How’s the wait? actually there’s barely a month remaining as we speak, so pretty fine! i still have to pick my character and town names, and to be honest i am mostly worried i’ll start procrastinating like crazy once the game is out. coughs. at least i’ll draw ac characters? 26.  Favourite fish? i love coelacanths because i am a big nerd, also the sharks and the cute colorful fishes 27.  Least favourite fish? just all the most common ones probably? sea bass isn’t the only one... 28.  Favourite fossil?  what are these questions. uh, i loved putting the small squares ones in my room in wild world...especially ammonites 29.  Least favourite fossil? the ones that bring less cash money? i only care about fossils when they’re displayed in the museum tbh. and there i just love them all 30. Favourite furniture series? the ranch series looked way better in wild world and i am mourning now i love alpine, rococo and modern wood the most! the green one looks cool recolored too! i like combining different series the most, too 31. Least favourite furniture series? anything bright and tacky (except maybe the lovely that’s still fairly cute?)  32. Favourite soundtrack? (Gamecube, DS/Wii, etc) i can’t remember but i get huge pangs of nostalgia if i listen to the wild world/city folk one 33. Least favourite soundtrack? i DON’T KNOW... maybe nl was a bit less whismical? 34. Favourite wallpaper? alpine, chic, exquisite, classic, [...] anything that looks warm and natural and makes for a comfortable house!  35. Do you have a nice memory of the games/community etc you’d like to share? when i was a young teen, i idolized someone in the wild world community because her town was honestly incredibly pretty? so much thought has been put into it and it was just a dream. it made me want to invest more time and planning into my own towns and that’s how i got really, really hooked on the game, i think 36. Least favourite wallpaper? anything really colorful and tacky again... 37.  Favourite carpet? the wood ones, mostly! 39. Favourite furniture item? i love the oven thing from pocket camp... and the rocking chair... and the fireplace... 40. Will you be buying a Switch for Animal Crossing, or do you already have one? i have preordered the animal crossing one... i live for this (i am so glad i waited though honestly) 41. Least favourite furniture item? the huge tacky things or things that just look odd in a house perhaps... wait but i still like to see them and some people use them so well. why would i hate on furniture i wonder 42. Favourite flower? jacob’s ladders and white flowers in general. i adore the look of the ones in nh, holy sh- 43. Least favourite flower? pretty much anything that’s yellow. just never goes with my town plans... the roses especially are so bright i’m 44. Favourite hybrid? i miss the colors of the ones in ww/cf so much... so so much but in general i like anything that’s purple, black or blue i think :> 45. Least favourite hybrid? hmmmm the orange ones from new leaf i think? in the previous games they were so rich and warm though... 46. Favourite shirt? the canary shirt, maybe? though i mostly use qr codes, ahaha some of these outfits are still super cute... 47. Favourite dress? anything pocket camp tends to be good, also this one forever in my heart. i adore the flowery sleeveless dresses too! 48. Favourite accessory? bandages, heart shades, leaf, and tortoise specs! 49. Favourite hat/helmet? celeste’s ribbon, hibiscus hairpin, and that tiny straw hat 51. Favourite shop? i always adored able sisters, and leif’s little gardening shack :> 52. Do you collect amiibo cards/figures? Would you like to see them used in the new game? we know they are compatible now, but i don’t have any! maybe i should buy some? 53. Fishing Tourney or Bug-Off? bug-off is quicker and funnier >:] also i remember i ALWAYS WON in cf while playing with friends... fight me... 54. Do you like making your own clothing patterns? there are so many nice ones already that my slots are always full, so i don’t bother... i remember making a two-toned shirt that i wanted irl when i got new leaf, but that’s pretty much all 55. Did you streetpass with many other ACNL players, or is it a feature you didn’t get much use of? I ALMOST NEVER DID...
56. Favourite villager species? CATS... also, deer. basic basic 57. Least favourite villager species? mice and monkeys have the least cute designs i think...? also hamsters idk. i don’t know i like villagers don’t make me choose 58. Favourite nickname from a villager? 59. Least favourite nickname from a villager? I NEVER LET THEM NICKNAME ME... i am sorry to all the aminals 60. Do you try to collect everything in the game, or just try to get your favourite bits and pieces? in wild world i tried to fill my catalog, but now i only get what i need or what i know my friends might need 61. Favourite villager personality? i always had a thing for the snooty and cranky ones! the uchis are cool now too 62. Least favourite villager personality? the jocks are boring to me and they tend to have my least fav designs. when i like one i keep them though because it is so rare...wheeps 63. Do you “plot reset” for villager house placement, or do you let them move in wherever they want? i only really started doing that with the welcome amiibo update that apparently makes it easier, else i just waited for the annoying ones to move... (and time travelled a lot) 64. Are you excited to wear any of the new accessories (like the bags etc shown in the E3 trailer)? i will COLLECT THOSE and COLOR COORDINATE 65. What season are you most looking forward to seeing in New Horizons? 66. What’s your favourite season? i think summer, i want to hear the cicadas and see the fireflies again, and i also want to see how the rain and wind look like! i remember seeing really pretty storms in nl during summer too ♥ 67. Least favourite season? winter gets slow after a while? i still love it though 68. Which game’s events/holidays do you like the most? 69. Which game’s events/holidays do you like least? i don’t remember ‘-’ honestly i feel like i liked them all for different reasons? wild world felt more “involved” in the community, REMEMBER THE GARDENING CONTESTS! and city folk gave you better rewards and was a fun minigame for the day.  70. Do you have another nice AC related memory you’d like to share (in-game, of the community, etc)? i had a vivid dream that your character could DIE in animal crossing once (i predicted new horizons yes) 71. Do you prefer the “live” versions of K.K. Slider’s Songs, or the airchecks? i tend to prefer the airchecks but the concerts are Special, no matter if it’s with friends or alone 72. An NPC you’d like to see more of? mmmnnh blanca always. i love her spirit 73. An NPC you’d like to see less of? really unpopular opinion probably but i wouldn’t miss reese and cyrus too much if they aren’t as present in nh 74. If you could have any piece of AC merchandise, which would it be? the plushies are so good... i’d like like... a fauna one... idk WHEW I’M DONE... i’ll be posting the rest of it daily now! 
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renejamesart · 5 years
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I Wanna See Your Shine Spark!!
 Today marks the JP release of VA-11 HALL-A on Switch and PS4! I’m so excited to celebrate, and plan to over the course of today, tomorrow, Saturday, and Sunday with some special illustrations.
To kick things off, I’ve decided to go with my favorite girls –and Glitch City’s best idol singer Lilim- *Kira*Miki!
 Miki instantly because one of my favorite characters during my first play-through of VA-11 HALL-A. I really loved her design and liked her character arc. I won’t give away any spoilers other than saying that I hope a lot of people who are new to the games come to love her too: she’s a very deep character and quite interesting!
That being said, I’d actually like to go into detail about this picture, largely because this was a multi-day sketch and color illustration as opposed to my typical in-a-day process. I really had to dig deep and think about how I wanted to pose her, how I wanted to depict her, and ultimately, the vibe I wanted to come from the picture.
I have to admit that this is my most ambitious piece to date, and what a wonderful undertaking it was! This is a bit of a page stretch, so apologies in advance, but I really just want to gush.
So here goes!
In General
So overall, I went with a much more saturated palette than I usually do, playing largely off of Miki’s pink-red eyes and her blue hair and character elements.
There’s a lot of work with gradients in this picture: no specifically as the sole element of the background, but the accent and highlight Miki in different ways. Speaking of highlights, I used a simple white highlight set to Overlay: I felt that it was best not to have too many colors on her because of the very active background and the element of her holding a drink. 
(Fun Fact: The bisexual flag colors in the background are a complete accident, but like… what a happy accident for me, a bi/pan person!)
 *Kira*Miki
I really wanted Miki to have a fun pose, and I haven’t done much with sitting recently, so I decided that her sitting a bit elegantly would be fun. I also wanted her to hold a drink, primarily since VA-11 HALL-A is a game centered around bartending and drinking, whether alcoholic or non-alcoholic. The Blue Fairy –as you can see by the name– is an alcohol-optional drink, but more on that later. Right now, I wanna focus on Miki herself.
At first, her hair was closer to her body to have more volume rather than flow. This was because I imagined her shoulders being high until I tried to mimic that pose and found it immensely uncomfortable, and decided to drop her shoulders and have her drink clutched in the arm that would be slung across her stomach. To better flow with her new position, I decided that having her hair flowing behind her balanced the picture and centered her a bit better: as a bonus, it ate up more empty space, and didn’t make the right side feel too bare. Unfortunately, I had to counteract that with the left-side being awfully empty until I struck on the idea to add text behind her. 
Most interesting are her legs: I have no clue what Miki’s legs look like, and in game, we only see a bust and half-sprite. So, I went with something simple and decided that purple-pink ballet flats would be fine. 
(I’m still not good at drawing shoes, which is why so many of my pieces are either girls with socks or from the knees up. Or maxi skirts/dresses.)
Her hair is one of my favorite parts: not only did I do shadow, I did midtones and highlights when I typically only do highlights and some shadow work. I really wanted her to have this very stylish, playful look to her hair. I really like how much more depth it added, and think that in future pictures, I’ll have a lot more tones involved in how I color hair and even skin. 
Additionally, Miki has interior coloring on her lines. I left to outside black so there would be some contrast between her and the background, but I used a lot of purples and blues to soften elements. I’ve actually been doing this bit by bit in my art, and this was the first piece where I let that extend to some of the exterior lines too.
 Background Work
Making Miki was actually the easy thing to do: making the background was much, much harder. Usually, I do one of two things for backgrounds: a flat color or a gradient. Sometimes, I mix it up, specifically if it’s fanart. Most times… I don’t. A lot of that is because I haven’t really focused much on background work, though I plan to this year. 
For this piece, I really wanted to do something a bit more stylized and because Miki is essentially an android, I decided a glitch background would be cool. Problem was I wasn’t sure how to do something with that as the idea. 
So I improvised.
 What I ended up doing was overlaying a bunch of white squares on top of each other with some smaller squares to give the effect of pixels. I then put that through a mosaic filter, then flipped everything to Overlay. I did end up using a gradient, but I think that’s okay because laying the pixelated squares let different colors bleed through. 
Over everything is a blend of a Static (TV Static, more specifically) Brush and a Gradient done in reverse so it added a bit of color to the highlights and everything in general.
 A Blue Fairy for a Blue Fairy
This is actually a really good time to talk about the Blue Fairy drink I drew, which works really well with the pinky-purple of the background. I wanted it to be really saturated and pop, and it certainly does! 
I drew the lineart for the drink separately because of how I wanted to blend everything. I wanted the drink to have a somewhat sci-fi feel, and to me, that meant it needed to glow and have a bit of sparkle inside it. So I overlayed some of the same blue color with an airbrush, and shaped it so it had a nice, sharp glow.
I also added more liquid than would have been able to fit because I wanted it to look really dynamic. A lot of this image wasn’t about having realistic boundaries: it was about creating something really fun. 
I chose a Blue Fairy specifically because it’s a drink that can change Miki’s actions at a point in VA-11 HALL-A: as an alcohol-optional drink, it can be served virgin or... laden with as much Karmotrine as you wanna put in. Spoilers: this can quickly make Miki drunk, and can lead to some rather candid statements about her personality and her role as an idol. It’s a really deep moment, and has stuck with me since my first play-through. 
(I also chose a Blue Fairy because it fit the blue-purple-pink motif I was going for. It let me play off of Miki’s hair and give her a bit more color up top to make her further pop against the pink.) 
The Blue Fairies –completely inspired by Zelda, naturally- were just a cute little addition I decided on last minute. I thought they were cute, and though they have nothing to do with the actual game or Miki, they fit and kind of ate up some space that I didn’t want to be empty.
 All in All
This was a really long project for me: I think I spent about 20 hours on everything, coloring and recoloring and adjusting until I had something I really, really love. Honestly, I’ll probably be turning this into a print for myself because I’d love to have it on my wall. I know my art will look different next year –heck, next month even– but this… I’ll always be proud of this piece. 
This is only the first of two or three more images over the course of the end of the work week and the weekend. I’m glad I showed this one off first: the others are gonna be pretty great, but this… just had a really special place in my heart. 
Thanks for your support, and hey: if you haven’t played VA-11 HALL-A yet, it’s available on multiple platforms, ranging from Steam to PS Vita to Switch. I highly suggest picking up a copy and sinking yourself into the world of Glitch City and a really powerful branching story that can easily find a place in everyone’s lives.
 Originally created 5.25 and completed 5.29.2019 in celebration of Sukeban Game’s Japanese physical release of VA-11 HALL-A on Switch and PS4; made in Mediband Paint for iOS
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sheplaysthegames · 5 years
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20 Questions for Simmers
1.) Favorite Sims Game
While I have played and loved every version of The Sims, I think my absolute favorite was The Sims 2. It was the one I couldn’t put down! The little details and humor are what really stand out when I look back, and I don’t remember having any real problems with it either since the game itself was pretty solidly developed and bugs tended to be squashed quickly. Overall, I was never bored playing The Sims 2 and I still occasionally boot it up just to reminisce.
2.) Yourself in 3 Traits
Ambitious, dog lover, neat
3.) CC or No CC
I play with a small amount of CC. Everything I download is Maxis-match, and I pull pieces out whenever we get new official content that I can use instead.
4.) Preferred Part of the Game
I really like each part of the game and try to spend my time evenly among them. Lately I’ve been building and messing around in CAS more than actually playing though. Oops!
5.) Favorite Expansion Pack
In The Sims, my favorite EP was Makin’ Magic. I was so young when I played that I thought I was incredibly clever for figuring out the pattern to the spells in the dueling arena so that I’d win every time. And I had a lot of fun creating one of each type of potion and then trying them out on the poor, unsuspecting townies!
In The Sims 2, my favorite EP was Bon Voyage. I spent so much time completing every single vacation memento! Some of them were really hard to figure out too, so finishing the collection was really rewarding to me. All three of the destinations were equally fun to explore with their local dances, gestures, foods, and massages. I could really feel the difference between visiting Takemizu Village, Twikki Island, and Three Lakes.
In The Sims 3, my favorite EP was Ambitions. The firefighter career and the new inventing skill were the real highlights to me. I spent weeks creating a Simbot without cheating, and firefighting was a really exciting change from the standard rabbithole careers. Another neat feature was the ability to sculpt statues of Sims. Never-melting ice sculptures looked great in mansions, and of course stone sculptures made great monuments to ‘famous’ Sims in town.
In The Sims 4, my favorite EP (so far) is Seasons. The weather effects are beautiful, the raincoats and rainboots and umbrellas are adorable, kiddie pools are the greatest item ever created, and temperature is just such a vital addition that it's finally starting to feel like a full game for me! Seasons and weather in general also function differently in each world, which is perfect. I didn’t want snow in Oasis Springs, and Brindleton Bay desperately needed fog and rain to feel complete.
6.) Favorite Game Pack
In The Sims 4, my favorite GP (so far) is Vampires. I never really liked this life state before, but this time around they’re fantastic! The abilities help differentiate each vampire from one another, and I love that they don’t have to ask permission nicely before biting a Sim. The sticker cracks and spider webs are also something I’d been wanting to help make places seem less perfect. Overall, the life state seems so detailed and sets a much higher bar for future life states. I don’t even mind paying for each individually if they’re this well-done.
7.) Favorite Stuff Pack
In The Sims 2, my favorite SP was H&M Fashion. Honestly, I just really loved all the new clothing that kept my Sims from constantly matching each other. And building a clothing store with all the cool retail items that came with it was a lot of fun too!
In The Sims 3, my favorite SP was Town Life. The rabbitholes were more modern and added some variety since most of the others were the same building with slightly different colors. I had a lot of fun remodeling my more modern worlds with them.
In The Sims 4, my favorite SP (so far) is Laundry Day. I’m a sucker for realism elements so adding another menial chore for my Sims makes me happy. The laundry system is surprisingly complex, the furniture filled in a lacking farmhouse style I felt was missing from the game, and stackable machines look perfect in apartments. The clothing and hairstyles were also very well-done and I have to actively try not to overuse them on all my Sims.
8.) Least Favorite Expansion Pack
In The Sims, my least favorite EP was House Party. It felt like the smallest addition we were given, and parties weren’t enough for me to explore more than a handful of times before I got bored. As soon as the next EP came out, I moved on to the new content and I don’t think I ever threw another party again.
In The Sims 2, my least favorite EP was Nightlife. It wasn’t bad at all, it was just the one I used the least. My personal gameplay style at the time was incredibly family-oriented and you just don’t take your kids to clubs. I only ever went to the new Downtown subhood for first dates and a few marriage proposals since the date interactions were pretty cute.
In The Sims 3, my least favorite EP was Showtime. I don’t think I ever really played with anything from it. The ‘optional’ online connection where you would send your Sims to someone else’s game to perform really made me mad since some of the items you paid for were locked away behind it and I had no desire to participate. And the whole in-game news feed and achievement system were horrible and really caused problems. The venues were also super glitchy so even when I did give the new active careers a go, trying to complete a performance was almost impossible. Overall, the whole thing felt like more trouble than it was worth.
In The Sims 4, my least favorite EP (so far) is Get to Work. I think my expectations were just too high going into it. The active careers are okay, but none of them make me actually want to follow my Sims to work past the first few days because they get highly repetitive and there’s no real risk associated with them. The retail system also seems a bit lacking. There are very few retail items to use when building a store, although I do have to mention that the clothing mannequins are pretty cool. And actually running it is too easy since you can just instantly restock the items even if they’re unique things that you’ve made your Sims create.
9.) Least Favorite Game Pack
In The Sims 4, my least favorite GP (so far) is Spa Day. It’s not nearly as immersive as the others. There isn’t much to do outside of getting a massage or doing yoga, and both are kind of boring to do repeatedly over and over. It doesn’t expand on the gameplay nearly enough to be categorized as a GP in my opinion; I’d demote it to SP.
10.) Least Favorite Stuff Pack
In The Sims 2, my least favorite SP was Glamour Life. It added the least versatile stuff. Most of my Sims weren’t swimming in cash, so the items, particularly the clothing, were rarely used since they’d look and feel out of place. 
In The Sims 3, my least favorite SP was Katy Perry’s Sweet Treats. I didn’t even buy it and I have no idea why anyone did. The objects were all horrible and cheesy. There was literally nothing good about it. At all. Ever.
In The Sims 4, my least favorite SP (so far) is My First Pet. No matter how many times they deny it, it’s a massive money grab. The furniture set literally completes what they left incomplete in Cats & Dogs! The clothing is for the most part just recolors of what we already have! And to top it all off, there’s just one new critter. They claim four, but it’s the same thing with a different skin overlay. I am perfectly fine with some items in a pack being dependent on owning previous packs so that they can continue to expand on past content. But to release this immediately after the associated EP and for it to pretty much be the rest of the items that we were missing from said EP...certainly seems like they withheld content just to wring an extra $10 from their players. Especially since it wasn’t even mentioned in their quarterly teaser. Haven’t bought it, and will not until it’s on sale.
11.) Custom or EA / Maxis Sims
EA / Maxis Sims are the best! I adore the premades and their unique, weird stories. My favorite thing to do is make them over and put an interesting spin on their storylines while still keeping them recognizable.
12.) Households or Single Sims
Definitely households. I prefer organized chaos with lots of things going on at once! There just isn’t enough to do when there’s only one Sim.
13.)  Free Will On or Off
Free will is always firmly set to off in my game. I’m a dictator when it comes to my Sims and I make no apologies for that.
14.)  Favorite Life Stage
Toddlers. They’re just so darn cute! The expanded skill building this time around is really cool since they actually learn in discernible stages instead of all at once, and I’m still not over their ability to go up and down stairs all on their own. The little mess-makers also have some of the cutest interactions with other Sims and their environment.
15.)  Favorite Life State
Aliens. The first time I ever had a Sim abducted was in The Sims 2, and it terrified me because I had no idea what was going on and didn’t know if he was ever going to come back. Then he was finally returned and popped out an alien baby! It was just so surprising and ever since I’ve had a particular fondness for extraterrestrials.
16.) Favorite Skill
Cooking is probably my favorite skill to build. Something about getting to see what those difficult dishes look like is just fun to me. Since The Sims 4 actually includes 3 separate skills for cooking, gourmet, and baking skills I’ve been having a blast discovering all the new recipes!
17.) Ever Completed a Legacy
Only once, way back in The Sims 2. It lasted a grand total of 16 generations before I wound up making the move to The Sims 3. I’ve tried numerous times since then, but The Sims 3 was too buggy to play a single file that long and The Sims 4 is still missing a couple of key features that I’d like to have before trying again.
18.) Longest Simming Session
When I had more free time (and was significantly younger), I happily confess to wasting away a full weekend playing The Sims 2. These days I’m lucky to get a couple hours a week here and there. Ah the joys of growing up!
19.) Personal Sims Wishlist
There are a few things I’m still really missing for The Sims 4. I’m hoping universities and witches are making a comeback soon as they’re crucial to my planned storylines. Fairies, werewolves, and a beach vacation world would also be wonderful to have but they’re less important to me.
20.) Unpopular Opinion
I don’t miss the open world system from The Sims 3 at all. I’m perfectly happy trading it for every world to be connected. Every save file is a megahood and I find that preferable to a single, completely open world. I also think that it makes the game more stable for everyone, especially lower-end computers. The loading screens are worth it!
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simmyshuno · 6 years
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I’ll be quite honest. I’m terrible at being in communities.
This is a huge TLDR/personal post and seriously, you can ignore. That’s not some manipulation tactic. It’s here for people who want to know genuinely why I keep coming/going the last two years and where my inconsistency is coming from, as well as why I run headfirst into the community and then just disappear without warning.
Sims posts will follow. This is just something I felt I needed to talk about. In short: yes I’m fine. Yes I’m handling things well. No I don’t need crisis care. I’m actually doing well considering. Sims has always been my go-to comfort. I didn’t know about the community until I met @invadersim many moons ago on LiveJournal, and Tumblr was in it’s infancy. As well as the things mentioned under the cut, I also feel like I’ve withdrawn from social media a lot since I turned 30 (I’m 31 now). I just stopped needing to belong and sort of settled in where I was at. Like I said, Sims have been my comfort. Sometimes I sit on Facetime with another IRL friend who also Sims and we just chat like one would on Skype only with our games running and Facetime going on our iPads. It’s fun. She discovered my game is utter chaos incarnate while she micromanages everything. She likes hearing me talk about my builds. I like hearing about the random TV show characters in her game that she tosses in (like the shenanigans her Dean Winchester Sim gets up to). Sims, to me, is ‘home’. The place you return to on holidays when you’ve been away to school or the warm cup of tea waiting for you during a cold, snowy day. Sims is my home away from home - when other games have frustrated me, or when my mental health is doing poorly and I either cannot focus on anything or I’m too depressed or anxious to do much at all. Which, leads into the TLDR portion.
So my last time posting was August I believe. I had just installed TS4 for the first time and was leery. I’ll say this now: I fucking love TS4 and probably won’t go back to fix my TS3 game ever to play it. It became my new go-to comfort and I’m loving that I am still learning things about TS4 that I didn’t already know. With TS3, I knew so much about the game that it started to become boring. I was always adding mods and CC and then just doing the same old boring shit in my games.
Right now I don’t have “Cats and Dogs” but I have everything else, so it’s forcing me to play the rest of the game without the addition of pets. It’s nice. I also don’t use much CC and I have only one core mod in my game (I don’t even use MC right now). It’s just nice playing a completely vanilla game. I can think of a dozen things I want to recolor (and thanks to @blindingechoes teaching me now, I likely will sometime early 2018) but otherwise I’m enjoying things again: enjoying building. Enjoying the gameplay. Enjoying how smoothly things run. But that’s not really why I’m posting. I’ve had my inbox filled with worried messages and I want to address things for those who don’t have me on Facebook already.
Yes I’ve been dealing with a malignant narcissist and yes this person was once a close friend, and yes I knew they truly had diagnosed sociopath behaviors but I also knew them for so long that I had the totally naive thought of it could never be me. The thing with abuse is, the second you think that? It’s likely already too late. I should’ve seen things coming and I didn’t until it was too much at once and I decided to cut this person out (their version of the story is that they cut me out first which is not true, and I have ‘receipts’ to prove this).
This person did truly heinous things to me between the end of January 2017 until October 2017, when things finally stopped. I won’t get into major detail (though this post is marked so anyone browsing in safe mode won’t get to see it, I feel a lot of people following me are slightly younger and I don’t feel anyone really needs to know details) but some of the things done to me over nine months were: having my personal info (name, address, phone number, mother’s name - who is sick (she’s had many strokes and lives with me so I can take care of her) - as well as her personal number posted (ie, doxxing) online to a website which is notorious for some crimes in the past (members who met up and literally plotted to kill their families and succeeded). It’s home to a lot of skeevy, disgusting people and this person literally outed my personal information to thousands of people who are potentially dangerous.
From that moment on I spent three months having child pornography, gore porn/snuff, gory images of dead animals and the type of stuff you’d find on Rotten or Ogrish on my damn phone - being texted daily - by throwaway numbers. I reported this to my phone company and blocked all the numbers I could but it didn’t stop. I did everything I could but in the end I was the one who was losing their phone service as a result of “breaching telecommunications laws” and had to pay a fine of 400-something dollars (I forget the exact amount, I do have copies of the legal docs though), as well as paying to have my phone turned back on.
I acquired paperwork for a restraining order but couldn’t serve it until recently. I have been working with a defamation and libel lawyer pro bono to get this person to leave me alone. They’ve made threats to “skin my cat”, to “throw acid on me in the street” as well as to have one of their junkie friends who is HIV positive “throw their used needles at them like darts”. I have copies of the messages where these discussions and plans were made.
Cops most definitely were notified. It has been a huge drawn out process and they’re basically claiming they’re “mentally ill and won’t go to jail” even though they’ve been harassing and abusing me for nine months straight. There is so much more than what I posted above but needless to say, when this all became really freaking bad I just left the internet. I stopped posting on a lot of places and that was when I came back to the Simblr community then promptly left again.
Around this time I started prepping for Preptober which is the month of October where those of us who do Nanowrimo (National Novel Writing Month) start prepping for November and our novel. On October 29th, right before the Kick Off party our Nanowrimo region holds, our ML (Municipal Liaison) -and close friend of mine- was found at his home unresponsive by another writer friend and after being taken to hospital by them, was found to have three brain tumors. The primary cancer ended up being in his kidneys (three more tumors) and the secondary cancer was the tumors in his brain. He went for surgery immediately and his current treatment is radiation as palliative care. I don’t think I need to explain more where this is going.
November was busy as I had to step up as ML and run a region of 200 writers where we had write-in’s (where you go to write with a group of Wrimos, or what we call Nanowrimo participants) leaving me running these groups 6 days a week (I took one day off) from 6-9pm and sometimes two in a day (9am-12pm, then 6pm-9pm). I have severe agoraphobia and social anxiety so you can imagine how difficult this was. While mentally and physically exhausting (it also screwed with my sleep schedule which is already a mess from a sleep disorder) it was one of the best November’s I had in awhile because I had always wanted to be ML but it was legit so fucking exhausting I had no time for anything else.
No gaming. No Sims. No social media. Nothing. Things have sort of evened out now but since it’s December I’m back to feeling irrevocably depressed (holidays always do that as I’m 1) poor, literally at the poverty line despite being on disability so I can’t afford anything for myself or others at Christmas and this also means no celebrations with dinner or decorations because all of my money is spoken for. As well I have no where to go/no family to be with.
Secondly, I’m finally catching up on the screwed up sleep schedule of November. As a result I’m sleeping 20 hours a day sometimes. I’m awake maybe 10-12 hours and back to sleep again. It’s terrible. I also had walking pneumonia all of November and I’m still sick from that. It’s a huge clusterfuck and things were just terrible. If it wasn’t for coping skills from CBT and DBT I seriously don’t know how I would’ve managed the last year.
ON THE PLUS THOUGH - even though this month is hell and I’ve no where to go, I’m playing the Sims again and plan to post screenshots and random things and re-engage with the community as much as possible. If you read it this far, you’re awesome and thank you.
In terms of uploads and such, I won’t have anything for awhile. I’m using a pirated copy of the game as I have no way to buy it online from Origin (I’ve no money to be spending on gifts and I don’t expect it as a gift or anything so it’s not likely something I’ll be owning legitimately for quite some time). The game version I have doesn’t get updated often and I don’t want to risk breaking my game and having to do a huge re-install just to add “Cats and Dogs” as well as game client updates so I can’t be sure anything I create or recolor will work with your guys’ games. 
Thanks for sticking around and sorry to keep leaving but hopefully this gives some idea of why I’ve just not been around and neglected things.
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tinylesbrarian · 7 years
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creating SQSN art!
hi friendos! so i never post on tumblr, but i was asked by the @sqsupernova folks to write up a little bit of something about how i created my art for last year’s first ever supernova challenge. 
i’m pretty much a traditional artist (although i want to learn more about drawing digitally), so i created an old school pencil and paper drawing for my companion piece to @lextenou‘s fabulous fic, how to choose. 
so what was this process like? it was a lot of back and forth discussion with lex, and bouncing ideas off as i thought of them. as i first read the draft of the fic, the moment that stood out to me the most was the breakfast scene early on, and it felt in a lot of ways like the heart of the fic. so i decided to create a still life based off of that. i spent a lot of time talking to lex about what should be included in the still life, as i wanted to make sure it represented emma, regina, and henry in something close to equal parts.
the first thing i did, once we’d decided on which objects important to/representative of the characters would be in the still life, i staged it using objects in my own home to create a stock image to work from. i’m not good at simply creating art from my mind’s eye; i need something to look at and recreate. so i took a photo, and then deleted the background as best i could in photoshop to make just the objects i wanted to draw stand out without a distracting background of random stuff in my apartment.
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the next thing i did (on the advice of my then-rooommate), was instead of sketching things out exactly perfectly, i did vague shapes that represented how much space each thing might fill up. however, i decided to do that once some things had already been drawn, oops!
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after that, i started to add in details (my poor eraser barely survived tbh). also a sidenote, i distinctly remember sketching out the lettering while watching a terrible lifetime christmas movie starring bailee madison, because of course! when it came to the lettering, i tried to make it as close to the font used for vanity fair’s magazine’s cover as possible, since the article in the story was one of the central things that happened. i am SUCH a geek for hand lettering, and i love trying to recreate fonts by hand!
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as you can see, it’s coming along bit by bit at this point, and actually starting to look like something! also, here’s a closeup of henry’s handprint mug, which was one of my fave additions to the drawing.
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next step was to start adding color! i used lyra pencils for this, because they’ve been my trusted pencils since grade school, and i love them.
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it’s starting to look like real objects now! here’s a glance of my very high tech workspace, aka a comfy couch. 
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and here we have the almost final product, after a LOT of coloring and erasing and recoloring and going over everything with a white pencil to blend everything and make it all look smoother.
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and now ... dun dun dun ... the final product that you all saw on AO3! the background was made so blindingly white by doing a tiny bit of digital filtering/photo lightening once the original drawing was done. all in all, it was a pretty lengthy process, but one i loved doing.
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Metroid: Samus Returns Thoughts
This is just going to be a short (not short) write up for what I do and don't like about the NEW Metroid Samus Returns for the Nintendo 3DS. I really wanted to air out what I think of the game but didn't want to do a whole review for the game, so here goes.
Pros: Visuals: The new look for Samus Returns is sleek and futuristic. It's exactly what should be expected from the Metroid universe and art style. The recreation of old Metroid 2 enemies being brought up and given 3D models is worth so much praise. The animations and level of detail given to them and Samus is a great look for the 2D entries. Particular shout outs to the 3D implimentation which is probably some of the best 3D on the system. Not only does it give the backgrounds depth but it also brings them to life by giving areas an added layer with creatures jittering around doing whatever. It's a great level of detail that I think is worth experiencing even if you normally don't use the 3D on the 3DS. Controls: Initially a hurtle, the controls took some time to get adjusted to with 2D metroid now being on what is essentially a joystick. MercurySteam did a lot to make the joystick work well with 2D Metroid. The degree ratio that reads you either wanting to go forward or backwards has been drastically increased so you don't have to worry about it misreading an awkward upforward or downback motion as anything other than forward or back. Samus also does not have a standard walk speed, she's constantly running no matter how forward or back you press. Morph ball can now be transformed into by tapping the map screen as well as quick weapon selection. Initially I didn't like weapons being selectable by the touch screen due to my tendency to forget to switch to what I wanted but by the end of the game, it became second nature, especially in fights that required multiple types of weapons, to swap to the weapon needed. The new aeon items being tied to the d pad also adds to the idea of quickly selecting what I want and when I want. The Parry: I love the new parry. I think it's something that should've worried people but in practice I really do think it works. It's quick enough and adds a new layer to the combat that's been sorely missing from the more combat oriented entries like Metroid Fusion that I definitely feel like it was a worthwhile addition. Parrying becomes second nature like the rest of the controls and it just flows well into the rest of the games overall control scheme. The Difficulty: Samus Returns is kind of a hard game. Not a really hard game but like a game that demands you learn patterns and dodge them successful. It sort of stands in opposition of the rest of the series where if you had enough health and items, you could kind of tank hits and still make it out of boss fights. The game features a check pointing system now which I was wary of at first of but in the later levels where you're dying somewhat often due to the damage output of bosses, the quick retry nature of the check pointing system saves the games pacing from falling into Metroid Fusion levels of frustration. Exploration and Level Design: We're back to a Super Metroid style set up...sort of. You're contained to a "small" (some are gigantic and you'll spend whole hours in them) segmented areas. What differentiates this from something like Metroid Fusions' segmented levels though is there's multiple items and objectives for you to discover. There's a genuine sense of freedom about how you tackle each objective along with how you get each crucial item. A Metroid might be right next to where you're heading but if you explore you might find an item to help with the fight. It's stuff like this that makes the moment to moment exploration incredibly fullfilling and crucial to the core experience. Thank god these environments then are some of the most confusing but engaging to explore areas in the franchise. Even with the scanner showing how to get an item, there's a level of execution to obtaining most items. It makes for a rewarding kind of "YEAHHHH" feeling when you get a hard to get item.
Boss fights: Most of this game you'll be fighting different stages of the Metroid larva. It's a sort of blessing then that all four stages of the Metroid are INCREDIBLY challenging. Each has their own set of moves and you'll struggle with each fight until you learn the ins and outs of every form. This is what keeps the formula of Samus Returns fresh. For a game with 40 bosses, they all feel like threats due to how many ideas they put into these monsters. Along with the Metroid comes a unique set of bosses (most from the original game) that have all been reimagined and work well to be a breath of fresh air. Outside of one of these bosses, they all are great additions. All these bosses together also follow my favorite design mentality that the game kind of bleeds. There's a genuine sense of "however you want to tackle them" nature to these fights and plenty have exploits or secret ways to taking down each of them. While there's raw execution to each fight, there's also a level of knowledge that comes into play that'll either make a boss fight a living hell or something where you feel like you've actually outsmart the game itself. Added content from M2 to MSR: *SPOILERS* Similiar to Zero Mission, this remakes adds some new content to help differentiate it from it's original incarnation The added segments of control where the baby Metroid follows you around to assist in getting items is a GREAT way to build up the relationship between Samus and her squishy child. If you save a lot of the item collecting to the end, you'll have a significant portion of game spent with the baby Metroid just helping you do whatever. There's also a new added final boss (sorry Metroid queen) in the form of Ridley and I feel like it's the best boss in the entire game. It's such a specticle of a fight that really just shows how much Samus anf Ridley have it out for another. They want to kill the SHIT out of each other and this fight succeeds in showing that. Similiary, the Chozo Memories that display the story of how the chozo came to populate SR388 and create the Metroid is great and the twist from unlocking 100% of them is a nice way to hint at a potential new game plus maybe showing the chozo aren't everything they were made out to be. *END OF SPOILERS* Cons:
Music: It's a DANG shame that only like two songs were recreated from the original game. Most of the remixes are songs found in Super Metroid and while I don't dislike the OST outright, I do think just kind of going EHH the M2's soundtrack sucks some of the fun of what you can do with remixed OST.
Enemy Variety: There's like 6 enemy types and they get recolored and reused over and over again with every new area. It sometimes starts to feel samey at times and for a game that took me 13 hours to beat, it can make the experience drag.
Amiibo: Fusion Suit difficulty being locked behind a dumb plastic toy that's hard to get now sucks. End of story.
Tldr: It's a good game and if you've been wanting a new 2D Metroid, I'd say give this game your time cuz it's rad. MercurySteam have made a fantastic game and it feels like they poured a bunch of love into it.
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superfamigos · 7 years
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Sam’s GDC Recap: Day 2
All right, here we are to review Day 2 of GDC, Tuesday February 28. Today was another day chock full of talks. I was on a Summits, Tutorials, and Bootcamps pass, which primarily take place Monday-Tuesday, so I was trying to make the most of the talks I could get to. I still did have a little discretionary time, and met a few nice people. Let’s get into it.
(And check it out! It me! Photo courtesy of Tim Rogers’ Twitter.)
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Failure Workshop
Speakers: Michael Molinari, Adriaan de Jongh, Tim Rogers
Overview:
Michael Molinari talked about his interactive Twitch game CityStream
A city building game that combines elements of idle games, Twitch Plays, and realtime DMing
Reasons the game didn't do well included:
Paid content was permanent, so no reason to keep buying
Had to work double shifts to run the game live (more on this in Details)
Got too confusing as more and more things were added
Adriaan de Jongh talked about closing down his game studio Game Oven
Discussed background of the studio and costs of keeping it open
Various struggles for the team:
They had different deep motivations (for the kinds of games they wanted to make, and how to run the studio)
Media articles often gave credit solely to Adriaan, not the rest of the team 
Their roles were undefined, which caused tension
Tim Rogers talked about the failure of his digital sporting good VIDEOBALL
In some sense, Videoball was not a failure, because Tim designed his own favorite game
Videoball was already super hype in 2013
Took too long to get the game out, and had a weak message (I thought the trailers were awesome though - Ed.)
Various problems that contributed to the game's failure:
Inherited the burden of a publisher's expectations (to make the game bigger and better)
Divided their work into "have-to's" and "want-to's" (which led to moving the “want-to’s” into overtime work)
Original publisher went out of business during production
The first-time game experience for new players was too difficult, and often in the wrong environment (they intentionally prioritized a player's 1000th experience over the 1st, which led to the game's appeal not being apparent at first, especially in 1v1 like many streamers and Let's Players did)
Too much stuff in the game (online play split matchmaking into ranked and unranked 1v1, 2v2 and 3v3, plus arcade mode etc.)
The menus were not perfect (e.g. confusing at some parts)
Spent much less than $1 mil promoting the game
Lessons learned from the game:
The game was great: we can make great games
Game conventions are loud and stupid: we should have shown at universities, etc.
You can't make eSports, it just happens (shouldn't have diluted matchmaking with so many modes and just had ranked 2v2, which is what the game was designed around)
We could have made a dumber game (with more identifiable characters, etc)
Gave ideas on how we can save Videoball (essentially a stripped down, ad-supported free version)
Interesting details:
CityStream was only playable in one place: the CityStream Twitch channel. Now that the game has ended, there's no way for anyone to play it.
CityStream's character BEEP, a robot who narrated the action, was actually played in real-time by the team. They watched the game every day with the players and wrote live responses, because they weren't able to come up with a good automated solution. This led to double shifts where the team worked on the game during the day, and then played the game on stream at night.
CityStream ended with a really cute event where players flew to the moon while riding atop the city they built
The business model of Game Oven was to run a company on the "long tail" of sales from many games.
It cost approximately 6500 euros per month to run Game Oven, which went to 3-4 full-time employees, contractors, and other costs.
In the end, long tail sales wasn't enough to run the company, but other sources helped them make it. In other words, Game Oven wasn't closed because they ran out of money.
Communicating your vision and your frustrations is hard, but important
Despite all the problems, Adriaan is still friends with Bojan, and he's proud of what the team accomplished together
"Videoball launched, and my life has been a garage sale ever since." - Tim Rogers
With VIDEOBALL, Tim wanted to create the Burberry scarf of video games (iconic, high-quality, premium)
When working 16-hour days at some point during development, Tim worked out that they were probably making 4.60 per hour
People have said VIDEOBALL's design style is "preschool industrial," and called the game itself "Pong for millenials" and "2D Rocket League"
Tim showed an awesome illustration by Dan Dussault of what VIDEOBALL could look like if the look was un-abstracted into armored future soldier sports
Thoughts:
Failure Workshop sounds like a pretty depressing talk, but it actually wasn't too much of a downer. I mean, I don't want to downplay it: it's hard to see the struggles people went through, and you wish they could have succeeded. And it's also scary to realize that your chances for failure as an indie dev are also very high.
Fortunately though, the speakers generally had a positive outlook. It was good to see that they could pull lessons out of their experience, and they were still at it, trying to make games. CityStream and a lot of the games from Game Oven were very unique and creative, so it was cool to see a lot of new ideas, even if all of them didn't work out. And Tim Rogers' talk in particular was one of the funniest I went to at GDC. Definitely some of the best crowd response I saw.
Links:
Failure Workshop (Video) on GDC Vault: The full talk is available for free on the GDC Vault!
Failure Workshop (Michael Molinari Slides) on GDC Vault
Failure Workshop (Adriaan de Jongh Slides) on GDC Vault
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Tech Toolbox
Speakers: Michael Cook, Holden Link, Brian Williams, Cukia "Sugar" Kimani, Chris Martens, Innes McKendrick
Summary:
Michael Cook of Falmouth University showed a procedural assistance tool called Danesh
A tool designed to help you tune your procedural generation
Allows you to not only adjust parameters and see examples, but also calculate metrics
Autotuning lets you set desired output metrics rather than mess with inputs to try to get those outputs
Danesh can search your code for other potential parameters to include
Available at danesh.procjam.com
Holden Link of Turbo Button showed off Tbutt, a wrapper for VR SDKs in Unity
Makes it really easy to compile builds for different VR platforms
Helpful for testing a project for a specific platform on whatever VR rig you have handy
For example, rather than compiling a build to load onto mobile for Google Daydream or Cardboard, the Turbo Button team can just flip a switch to test what they're working on with the Vive on their desk
Available at github.com/turbobutton/tbutt-vr-framework
Brian Williams of Spry Fox demoed Dark Config, a tool that allows real-time changes while the game is running by hotloading config files
You can define level attributes in config files and change those files on the fly, and the game will update instantly while running
This allows much faster iteration and proofing out new ideas using new combinations of existing assets
Uses YAML for the config files
Works with Unity or any other C# project
Available at github.com/spryfox/DarkConfig
Cukia "Sugar" Kimani talked about using Bezier curves to animate rectangles
From Johannesburg, South Africa, working in a studio called Nyamakop on Semblance
Talked about animating the main character, a little blobby dude, by deforming a rectangle using Bezier curves
(Wasn't able to get down many details, but it looked pretty neat)
Is winning the email game with an address that starts with "holla@yourboy" haha
Chris Martens showed Ceptre, or TinkerTool for rulesets
It's a small prototyping language for rulesets and logic stuff in board and video games
Could be helpful for testing resource economies (like Minecraft crafting), procedural generation (like Spelunky) or interactive fiction
Available at github.com/chrisamaphone/interactive-lp
Innes McKendrick from Hello Games talked about the texture generation in No Man's Sky
Their goals were to create variety, allow for runtime generation, and amplify the work of a small art team
They mix and match different layers and elements (base color, stripes/spots, hair, etc.) of individual textures created by an artist
Wrote a photoshop script to export color maps and metadata
For better color control, don't work in RGB (they use HSV)
The game loads in artist data, then combines and recolors in the shader, and finally generates a mipmap
They also wrote tools that let artists see lots of examples generated from their work, so they can make tweaks
Thoughts:
There were some very interesting tools in here. I was particularly into TButt, as it seems like it would be very useful for friends of mine that work on VR games in Unity. Danesh and Dark Config also seemed very useful, and using Bezier curves as an animation tool was interesting too.
Links:
Tech Toolbox (Video) on GDC Vault: Available for free!
Tech Toolbox (DarkConfig Slides) on GDC Vault
Tech Toolbox (Rectangles Slides) on GDC Vault
(The links to each tool are included in the summary notes, if provided.)
Lunch break!
After the Tech Toolbox talk, I got to talking with the guy next to me, Austin. He's a really friendly grad student from University of Michigan who co-teaches the only game development-related class at the school. He invited me to grab lunch with him and some friends, which included his game dev co-teacher Kurt, some grad students from Carnegie Mellon, and Rodrigo, an audio engineer and developer from WayForward. We went to Mel's Diner for lunch (where I got a old-school syrupy strawberry lemonade and a few very juicy, red-to-the-point-of-being-disconcerting sliders), and had a pretty fun time talking about Undertale, Splatoon, the Switch, etc. While Rodrigo and I were talking, I was excited to be able to tell him about Thumper, which he hadn’t heard of yet. If you're out there Rodrigo, hope you checked it out! Let me know what you think!
Unfortunately, lunch went a bit longer than I expected and I missed a talk by Matt Thorson (creator of Towerfall) about the level design for Celeste. Instead, I wandered around a bit in Moscone West until the next talks started, and ended up talking to Josh and Marcos, two Aggies who are currently working as generalists in the games industry (at Flying Car Games, I think?).
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Finding ‘Duskers’: Innovation through Better Design Pillars
Speaker: Tim Keenan
Main points:
Rather than designing Duskers up front, the design of the game emerged during the course of development as Tim tried to listen to what the game needed
He gradually discovered several design pillars that guided development, but these pillars were less like mechanics or principles and more like emotions or feelings he wanted to evoke
These pillars included: realism, isolation, and careful planning
Tim felt that staying true to these pillars in all of his decision-making is what led to the effective communication of these feelings in the final game
Interesting details:
Duskers was very much inspired by Capsule, a similar terminal-based game set in space. (In fact, I was a bit confused when I first heard about Duskers, because I had heard of Capsule and wasn't sure if it was the same game.)
He was tempted to flesh out the look of the game world by showing a view of the area around the player's computer terminal before the game began. In the end, he decided to only show the on-screen display, in support of the realism pillar. The idea is that the player isn't controlling a drone operator character, they are the drone operator. This 1:1 simulation of the terminal helped players to feel like they were really there when they turned out all the lights and played.
Similarly, he tested two ways of showing what each drone "sees": a CCTV-like camera feed, and a less-readable view based on edge detection, which is closer to methods used in real computer vision for robots. Players liked the CCTV version more, but he chose the edge detection view, again to support the pillar of realism.
He also cut music entirely from the game to make it feel more real, which was a particularly scary decision.
Tim encouraged anthropomorphizing of the drones, which he hoped would make players feel like a lonely, slightly crazy freighter pilot. He gave each drone a name, and opted to let the drones obey orders blindly, rather than give them some level of AI autonomy. This made the drones feel more like pets or children than peers. He hoped that players would grieve the death of a drone, then realize how crazy they were being for attaching feelings to unfeeling robots, just as a drone operator in the game's world would.
He also increased the feeling of isolation by using logs to flesh out the game's world instead of direct dialogue with other characters.
Thoughts:
As someone who's really interested in imbuing games with emotion and feelings, Tim's success in achieving this with Duskers was really encouraging, and he had some good ideas on how others could do the same. The talk itself was engaging too. I recommend checking it out, especially if you're a fan of the game.
Links:
Finding ‘Duskers’ (Video) on GDC Vault
RUN and RUN / lyrical school 【MV for Smartphone】 on Vimeo: Speaking of 1:1 interface simulations, I was reminded of this great music video, which is designed to be watched on your smartphone (ideally an iPhone). If you’re on your desktop, go ahead and open it up on your phone. I’ll wait ;)
Fantastic Arcade 2016: Misfits Attic’s Sci-Fi Drone Sim DUSKERS - YouTube : Tim’s talk at Fantastic Arcade, which looks to cover some of the same content, and more!
How the dev behind Duskers let his game be what it wanted to be on Gamasutra : a Gamasutra Twitch interview with Tim that also looks like it touches on the same themes of the talk.
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Shaders 201: Creating Art with Math
Speaker: Ben Cloward
Main Points:
Demoed methods for creating several shader effects, including:
A simple cloth shader
Animated rain ripples
A volumetric effect for something like ice with dirt and imperfections inside
Thoughts:
I thought this talk was fairly good, but it covered ground that I was already somewhat familiar with. The methods he described were fairly simple, and I’ve learned similar things about shaders in school already. The descriptions are a bit technical though, and I don’t remember most of it, so I won’t spend a ton of time on this talk. However, I will share some of the resources he mentioned in the links below.
Links:
Unfortunately this talk is members only on the Vault.
Uncharted 2: Character Lighting and Shading (Slides) : Ben cited this SIGGRAPH 2010 talk as the basis for the cloth shader he demoed.
Water drop 1 – Observe rainy world | Sébastien Lagarde : A series of blog posts that was the basis for the animated rain ripple shader demo.
Efficient Shader Tricks (Slides) : This GDC 2006 talk was the reference for the volumetric shader.
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Another break
After this, I nearly went to the talk “Bringing Fantasy to Life in ‘Final Fantasy XV’”. Actually, to tell the truth, I actually got in the room for the talk, heard the speaker say that there would be spoilers, and then left (after a discrete pause so people wouldn’t think I was leaving for spoilers :P haha). In other circumstances I might have just stayed, but I’ve actually bought Final Fantasy XV and plan to play it soon, so I decided to abstain.
Instead, I went by the Shut Up and Sit Down board game lounge. I saw a few interesting games there, like the beautiful-looking Mouse Guard RPG. I think the comic series is really neat, and I’ve been seeing great reviews of the RPG as well. I was also intrigued by Beyond Baker Street, which was described as a Sherlock Holmes-themed Hanabi where you play a group of inept detectives trying to beat Mr. Holmes to the punch. I do love me some Sherlock. 
While there, I ran into my friend Jon, co-designer of the board game Skulldug! and host of the podcast Pretentious Game Ideas. We both worked at Microsoft Studios a few years back, but both moved on to different things. It was nice to catch up. He also told me about Bargain Quest, a game he had been watching a playthrough of. Apparently you play as competing shopowners in a fantasy adventuring town, which sounded pretty neat. 
After that, I headed downstairs and chilled with my travel buddy Brian until the last talk of the day, the Indie Soapbox.
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Indie Soapbox
Speakers: Brandon Sheffield, Tanya X Short, Jarryd Huntley, Sadia Bashir, Marben Exposito, Gemma Thomson, Jerry Belich, Brie Code, Colm Larkin, Jane Ng
Brandon Sheffield: Taste in Games
Brandon encouraged the crowd to make more games that are different by showing their tastes and passions
Doing this can be risky, but can yield greater artist rewards
Cultivate your taste by:
Thinking about your favorite things
Asking others about their favorite things, and why
Going out in the world and doing something new
Going to the thrift store and finding 3 interesting things
Unleash your taste by making something that means something to you, not something bland and flavorless
(Kudos for the Guy Fieri cameo)
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Tanya X. Short: How to Self-Care AND Meet Hard Deadlines
Your goals are:
Don’t burn out (making a great game is NOT your #1 priority)
Keep making games better each time (so you have to survive!)
Make a great game
It’s hard to take care of yourself, but believe you can do it
Moon Hunters, Mini Metro, Canabalt, Don’t Starve and more were made without burnout
Stop working all the time (and set specific work hours, it will actually increase productivity)
Prioritize and reprioritize, try to cut out the stuff that’s urgent but not important
Estimate how long it will take you to do tasks, then evaluate the actual time after
Cut the scope of your game before you bleed out
3 weeks of 60+ hours is proven to be less productive than 3 weeks of 40 hours
You’re not an exception
In a study of people who think they need less than 7 hours of sleep, only 5 out of 100 were correct
Don’t give up, forgive yourself for mistakes in self-care and move on
Lack of exercise should be one of the biggest worries, put your health first
Protect your love and joy and energy and don’t use it up by trying to feel more productive
Jarryd Huntley: Indie Rock - The Indie Cousins You Didn’t Know You Had
There are things indie game devs can learn from the indie rock scene
Like rock musicians, you don’t get started until you actually pick up the instrument. Just do it.
Try to take inspiration from wide life experience, not just “game X + game Y”
Work together and hire indie musicians for your game
Try making a local art manifesto with other independent artists in your area, maybe go on tour with a band
Try to learn from other fields that have similarities to indie game development, and support those people too
Sadia Bashir: 3 Things That Can Save Indies from a Pitfall
We think that our great idea is what makes our game successful, but what is really tied to success?
Conceptualize and plan at an early stage
Freeze requirements and scope throughout to avoid feature creep
Quality of a product is related to quality of development process
A hybrid process might be more successful than Agile
Marben Exposito: Subverting Expectations in Shower with Your Dad Simulator 2015
Develops a lot of short, silly games based on dumb Twitter suggestions
Finds it effective to mix the weird and mundane
Also effective was to subvert expectations
Added surprise secret game section, which people really liked
Gemma Thomson: Owning Your Place
The public perception of indies can be harmful
Often we see it as white men crunching on games in a bedroom
Sometimes we end up glamorizing bad working conditions
But life isn’t really Indie Game: The Movie, not everyone can afford to work like this
In our public and private conversation, we should a promote more realistic idea of game development
Jerry Belich: Venn Harder
Currently, the overlap between academia and industry is not too large
Contribute your passion to students
Help students learn more about design than just learning the tools
Opportunities include adjunct teaching positions, short-term teaching residencies, or collaborating with faculty
Brie Code: Public Speaking
Brie shared some tips for preparing to speak publicly
Remember “Why do I care?” and who the audience is
Create an outline (why I care, what I’m saying, why I’m saying it)
Use tips from “Can Charisma Be Taught?” study
Only one idea per slide
Pictures, not text
Practice a lot (and remember to breathe)
Realize you might always be anxious because it’s normal, redirect energy into the talk
Colm Larkin: Share Your Games
Colm developed in the open from day 1 on TIGSource, sharing early progress
Got good feedback, helped him get confident
A few related tips:
Your idea is not that special: execution is more important than the idea
No one is going to steal your idea (and if you do, you’ve been sharing the whole time)
Share work embarrassingly early, before you’re ready
It’s hard, but it helps
Get feedback before you get too far in
Get feedback on foundational stuff, not just polish stuff
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Jane Ng: “Product” and Why That Shouldn’t Be a Dirty Word
Jar-Jar tongue candy: a terrible product
Often we don’t like talking about our art as a product, but it’s important to success
We don’t usually give feedback on “would you pay money for this?”
Consider experience not just for the player, but for the potential player
See making a good product as a design problem
Think about what makes a great entertainment product
Make sure the whole package is attractive to a potential player
And make sure your game isn’t a Jar-Jar Binks candy tongue
Thoughts:
I had a great time at this talk. Really rapid fire talks, and everyone had an interesting point to make. A few good laughs too. I highly recommend checking this one out on the Vault.
Links:
Indie Soapbox (Video) on GDC Vault: Available for free!
Talks I missed
Building Game Mechanics to Elevate Narrative in Oxenfree - Would like to check this one out after I play Oxenfree. Check it out on the free Vault!
Friendship, Curiosity & Challenge: Focusing Your Career as an Indie Dev - Also seems interesting, and also free to all.
Board Game Design Day: The State & Future of Board Game Design - I don’t follow the board game industry as closely as the video game industry, though I like playing board games. I’m interested to hear what was said here.
Board Game Design Day: The Making of 'Pandemic Legacy' - Also very interested in this, since Pandemic Legacy has been getting tons of praise. I’m scared of spoilers until I have a chance to play though.
Post-con activity
After the Indie Soapbox, Brian, his teammate Colton, and I went out to eat at Tropisueno, a fairly decent Mexican place very close to the Moscone Center. I got to hear a bit from Colton about his background and how his studio, The Stork Burnt Down, got founded, which was interesting.
After dinner, Brian and Colton went to the Oculus party across the street, which was invite-only. I had been considering going to a chiptune show at the DNA Lounge, but was again feeling pretty exhausted. So I headed back to the room to chill and play some Ace Attorney 5. A very full day.
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