Me: "hey game developers, especially AAA ones, are getting laid off en-mass and it's awful for our industry"
Gamer: "well I only play INDIE games and the problem with AAA games is they are creatively bankrupt"
Me, slamming my fists on the table like a baby: "WHAT ARE YOU TALKING ABOUT THIS IS ABOUT A BUSINESS PROBLEM PERPETUATED BY CAPITALISM NOT A STATEMENT ON CREATIVE DECISION MAKING"
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I have greatly enjoyed your comics ever since i saw them and have been quietly Iurking as ya do- thought youd want to know that i played hollow knight based on how enthusiastic u were and how fuckin cool youre art of hk/mdzs is. OH and watched dungeon meshi. Your influence is vast and i have been enriched. Keep on keepin on 🫡
You have bestowed the highest honour upon me.
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Mini-zine in the making! I am currently working on a small, passion-project photography and literary zine titled "Noontime Passenger." The first volume will encompass poetry in varying forms, short prose, words that weave profound emotions to the daily mundane, and so forth!
It'll be free to read through my linktree as it is meant to inspire and ponder. In the meantime– however– before it comes down to publishing, below is the cover to this beautiful, train-ride relaxing zine:
Keep your eyes peeled for the link, as well as updates on my debut poetry chapbook, "Where Oceans Meet."
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I love the cinematography aesthetic of this movie, but the story is so so sad I mean she was just a kid. 16 man it’s so sad. It’s definitely one of my favourite movies for the showing of the parts of girlhood I could relate too, but I cant shake the feeling of how it’s never resolved with the trauma she goes through. But i guess that makes it feel all the more real sadly.
(All pics off Pinterest)
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The first lesson any burgeoning Level Designer learns is usually that the natural intuition most level designer has is to pace your levels to be way too small for the average user.
Your first attempt at a blockout is almost always without fail going to put everything too close together, information overload your user, and/or make you realize you generally need to break your spaces up or obscure the information within them. I'd guess that roughly 80% of the levels I see made by new designers are way too condensed because the designer hasn't been able to imagine the pacing from a player's perspective.
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