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cannonsoupforthesoul · 6 months
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Sing For Me Lovely
By Cannonsoupforthesoul
This is my first time ever posting my own work, it’s 100% brainrot smut. These characters are mine and have no relation whatsoever to any other character or person living or dead 🩷🖤 I do not own the graphic art you see below, if you are the owner and would like it taken down please send me a dm🩷🖤
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Content Warnings: TW-NonCon, TW- Kidnapping,TW- Dubcon, TW- Bondage, Oral (f receiving), Fingering, D/S vibes, Yandere vibes, Obsession, Cuss Words Are Used, Masochist Vibes, Blood/Minor Gore(?)
Word Count - 1678
Copyright @Cannonsoupforthesoul aka me, Aava 2023. Any illegal reproduction of this content will result in immediate legal action.
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Her toes twitched and flexed, legs flung over his shoulders with his broad hands shackled around her thighs. She couldn’t bear to look down and see his dark eyes peering up at her, never once stopping his pointed assault on her pussy.
He’d taken her somewhere, but there were no clues in the dimly lit room. The dark oppressive curtains were drawn shut and the bay window was too far away from the bed. Of course, that was ignoring the fact that she was handcuffed to the headboard. But thinking about that was too stressful, too frightening.
Books lined the exposed brick wall in towering bookshelves amidst gothic art and mirrors on the wall opposite her, a velvet jade loveseat sat in front of the window. There was even a dark wood coffee table, a tv, and a giant black and white photo was hung above the bed.
A studio apartment, or a large bedroom?
Did it even matter?
Iris felt her eyes roll back when her captor laid a particularly rough swipe of his tongue on her pearl, the beads of his tongue piercing pressed against the sensitive bundle of nerves before he sucked the throbbing organ into his mouth. It felt like his was trying to devour her, the sounds of his appreciative groans sang in her ears to the soundtrack of her handcuff chains clanging with her struggling. Tears dripped a path to her hairline as she bit her lip, breaths heavy but desperate to hold in her own sounds of pleasure.
He paused his ministrations, finally relaxing his bruising grip on her meaty thighs and rose from his crouch with a delirious smirk and heart eyes.
“Don’t cry, pretty baby. I’m just gonna make you feel good. The best you’ve ever felt. Think of it as a welcome home, yeah?” He leaned over her, balancing his weight on one hand, shirtless and incredibly broad. His size was simply terrifying; in all her life she’d never seen a man whose presence alone was so daunting. He didn’t need to be so fucking huge as well, there was simply no chance of escaping such a monster. Not in her current predicament.
He swiped his thumb through the tracks of her tears and paused before rubbing the salty taste against her full lips as his eyes lost focus again.
“You’re so goddamn pretty,” he murmured dazedly. “Like a fairy.” His thumb paused its stroke across her bottom lip and he groaned deeply before thrusting it into her mouth, pressing it against her tongue as he panted.
She’d been on the verge of pissing herself in fear since the moment he’d appeared like a shadow in that alley, and there was no telling what he would do with her once he got tired of playing with her body, but that was the moment she snapped. Iris bit down savagely, and didn’t stop even when blood began to gush from the wound she’d created. Mouth bloody, she glared at him fiercely while waiting for him to retaliate.
He did not.
His eyes fluttered shut and he moaned, pressing his hips flush against hers with a roll; that creepy adoring smirk ever present. “Maybe more like a wild cat than a fairy, but what do I know?” He gripped her jaw firmly, just enough to extricate his thumb before she bit it off entirely. “Maybe you’re a goddess in human flesh? Let me worship you.”
Iris trembled while he slithered down her body, leaving hot wet kisses against the tops of her breasts, then more and more on her soft belly as he went until he’d settled between her thighs again.
“I understand why you’re fighting me; you’re afraid. It makes sense, but I would never hurt you. I’d rather slit my own throat. You’re safe with me, I swear on my mother’s grave.”
“Then let me go,” she finally broke her stubborn silence. “Please, please just let me go!”
He grinned wide, revealing longer than average incisors and a scar at the left corner of his mouth that stretched a bit with the movement . His black hair was tied back in a bun at the nape of his of his neck, errant strands clung to his face where her slick had been plastered to his dimpled cheeks during his meal. He was of Asian descent, a veritable giant and built like an athlete. She wouldn’t admit it either, but he was one of the most attractive men she’d ever seen. Covered in tattoos and piercings and somehow, by some cruel twist of fate, exactly her type.
He held her gaze captive as he lifted her legs and placed her thighs on his shoulders, forcing her to rest her shoulders on the bed while he supported the rest of her weight with his hands holding her hips up to his watering mouth while he sat up with his legs folded.
“W-wait!” She stammered desperately through a flood of more tears. “You didn’t even tell-tell me your name you bastard.”
He just chuckled distractedly, cheeks flushed red with excitement. “It’s Shota honey. Remember to sing it real loud for me, yeah?”
With that he went back to work, savoring every inch of her sex. The sounds he made were animalistic, licking at her hole until he could fuck it with his tongue, until her wetness poured freely. She squirmed but there was nowhere to go. Her breath came in quick pants, already over sensitive from from the hour he’d already spent eating her pussy. Breathless whimpers broke free despite her efforts to stay silence once more.
Shota had doubled his efforts, as if his meal might be snatched away from him any minute and made Iris shriek when he began supporting her hips with one arm while his other hand slid toward her beckoning heat. He released his suction on her clit with a pop to the enrapturing chorus of her first clear resounding moans and French kissed her cunt lips with a gleeful smile.
“That’s it lovely, just let me see you feeling good. Can you do that for me? You look so beautiful like this, fucking hell. What about this, how’s that?” He murmured against the flesh of her thigh, and sucked the flesh into his mouth hard while he slid his forefinger into the furnace between her thighs with a groan of his own.
Iris shook against the bed, her feet kicking at the sudden sensation and fluttered again when his thumb rolled over her clit. It was too good, so much better than all the times she’d ever touched herself. Her fingers were never long enough, and silicone was really just plastic, she’d never quite figured out how to use them to their full potential and didn’t bother trying when her hands did the job just fine. He was the real thing, and there was no ignoring that.
“You can take another,” the pussy drunk giant grunted as he replaced his thumb with his tongue and thrust two fingers in oh so slowly. He shuddered as his fingers traversed her silky heat, scissoring his fingers while still ministering to her clit and labia with his desperate seeking mouth.
Iris twitched and whimpered at the onslaught of intense pleasure. She couldn’t think anymore, there was no escaping this moment and she had no choice but to resign her self to be pleasured until she was a mindless quivering puddle.
Time seemed to stop for a moment when Shota’s knuckles hit a small spongey bean in his path within her creamy walls. A wicked cackle immediately bellowed out of him, and with a sinister grin he returned with three fingers. Thrusting fast and deep, angling towards her g-spot.
“Sh-shot-ta! Shota, Shota!” She chanted his name, not even noticing when he lowered her body back onto the bed since he never stopped fucking his fingers into her. The squelch of her slick as it dripped down his hand to his forearm was like the melody in the background of her beautiful voice as she moaned.
“Sing for me honey, you sound so fucking good. Let me hear you.”
Her eyes had closed in their own at some point, but they flew open when a hot mouth latched onto her left nipple. He’d pushed her right thigh up to meet her chest, one big hand holding it up while he rested his weight on his other elbow to give him access to her bare chest.
Kidnapping her had taken months of planning and waiting, but the moment he had her in this room he hadn’t been able to wait before cutting through her clothes and feasting on her gorgeous breasts. She’d woken up after he’d spent the better part of two hours suckling and biting at her chest by that time he’d moved on to her lower half, but her nipples were still sore and hyper sensitive.
Shota ground his hips against the bed, sucking harder, groaning at the taste of her skin and the feeling of her hole fluttering erratically around his thrusting fingers.
The burning coil in Iris’s belly had wound tight as he worked her closer and closer to her orgasm, it felt like anything at all would set her off. Every thrust of his fingers fanned the flames of her approaching climax, and just when she began to grow impatient Shota pressed down hard on her clit and bit down on her nipple, hard.
Iris squirted with a scream, eyes rolling blindly while she babbled incoherently, “Shhh- sshhho- shhhhh…” Her feet kicked wildly when he dropped back between her thighs once more to taste the fountain of her juices, it didn’t stop as he lapped at her tender sex, or when he suddenly nipped her clit. She kept cumming as he continued the onslaught of pleasure, fingering her while he drank her nectar even when she stopped cumming and until she did twice more.
Iris didn’t move again for a long time after that. She would wake up clean and dressed and disoriented in a button down that dwarfed her smaller frame, Shota’s giant body curled around her like ivy while he watched her with heart eyes and his familiar dazed smile.
Fin.
Likes, comments and reblogs appreciated. I’d love to know what you guys think 🖤 Should I keep posting my work?
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rindemption · 2 years
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On hiatus, be back soon 💛
You may not reupload, repost, or in any way edit my photos without my permission, and please give credit if you do.
-> My stuff: #rindemption.png <-
Going back to a multi-fandom blog, it'll be a mish-mash of whatever interests me. Mostly Baldur's Gate 3, Mass Effect, Dragon Age, Cyberpunk 2077, and Star Wars, but also just anything I think looks pretty or interesting.
I like reblogging shitposts, cat videos, self care, and meta as well. You can find feel-good stuff at #the happy tag.
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Misc. Links
Insta -> @rindemption
Discord -> rindemption
Icon by caffeinatedrogue
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Character Compendiums: BG3 | CBP2077
OC List and Tag Archive ↓
Cyberpunk OCs
Nathan: Profile | Lore | Photos | Ship Jude: Lore | Photos | Ship
Viper: Lore | Photos | Ship Theron: Lore | Photos | Ship
Avery: Lore | Photos Angel: Lore | Photos
Vito: Lore | Photos | Ship Victory: Lore | Photos
D&D / BG3 OCs
Elamrael: Lore | Photos | Ship Therius: Lore | Photos | Ship
Jevan: Lore | Photos | Ship Dexon: Lore | Photos
Aava: Lore | Photos | Ship Vosran: Lore | Photos | Ship
Kota'mur: Lore | Photos | Ship Bersulen: Lore | Photos | Ship
Lenore: Lore | Photos | Ship Davor: Lore | Photos | Ship
Ask Game Masterlist
Cyberpunk Virtual Location Tours
Werewolves in Cyberpunk
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mi5016roishutton · 4 months
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General Research
I also did some general searching for information on 2D and 3D techniques, and what they looked like in the past compared to now. I first had to educate myself more on the differences between stylised and realistic, as well as all their in-betweens. It was quite difficult to find articles discussing exactly what I need but I managed to find some and I used the following resources as part of my research:
youtube
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acephysicskarkat · 4 years
Conversation
DARK SOULS 2 IN OUTSIDE XBOX QUOTES
THE LAST GIANT: Delicious XP. Omnomnom.
THE PURSUER: Why doesn't he just...sod off?
DRAGONRIDER: If you block in a game, you've resigned yourself to being hit.
OLD DRAGONSLAYER: It is with a heavy heart that I smite you to bits.
FLEXILE SENTRY: We learned what the inside of a goblin is like. It's all squashy.
RUIN SENTINELS: What are we supposed to do? Work hard, adapt and improvise? ...We are? Why was I not informed about this in advance?
BELFRY GARGOYLES: We're all gonna die. I'm crying inside my VR headset.
LOST SINNER: I need to time it right! [dies]
SKELETON LORDS: They're not quite skeleton pirates, but you can definitely see their skeletons now!
EXECUTIONER'S CHARIOT: We were discussing these new horseless carriages they've got these days.
COVETOUS DEMON: I'm not gonna say it was a lovely moment, because Egbert threw up afterwards.
MYTHA, THE BANEFUL QUEEN: I can't help but feel this is a window into the writer's mind. A terrifying window.
SMELTER DEMON: Wait, why is everything on fire?
OLD IRON KING: You're handing out pamphlets while burning them with fire breath.
SCORPIONESS NAJKA: This guy's offering me porn!
ROYAL RAT AUTHORITY: We're five minutes in, and already you're charming your employer to let you talk to a rat.
PROWLING MAGUS AND CONGREGATION: Never play Crazy Tower with a crazy man!
THE DUKE'S DEAR FREJA: Worse: spiders you've already got!
ROYAL RAT VANGUARD: Literally every viewer turned to stone!
THE ROTTEN: Now here I've tried to make a sort of Hell for Chain Chomps. Uh, I'm not sure why I've done this...
TWIN DRAGONSLAYERS: Did they not learn the lesson from when we bulldozed the last guys?
LOOKING GLASS KNIGHT: It's like that weird dream where I'm William Shatner!
DEMON OF SONG: What is a head but a hard thing full of slime?
VELSTADT, THE ROYAL AEGIS: My panic reflex is punching.
KING VENDRICK: I'm beatboxing in fear!
ANCIENT DRAGON: Geese shouldn't have to regret their actions!
GIANT LORD: Stop messing with the timeline, David Cage! You're already fading out of this photo of you I have for non-creepy reasons!
DARKLURKER: So this has literally been made to spite us.
THRONE WATCHER & DEFENDER: The important thing is, we all kept our cool.
QUEEN NASHANDRA: This is the point where clear level design goes out the window and we just sort of design a cruel trap for Andy.
ALDIA, SCHOLAR OF THE FIRST SIN: Well, I'm glad Cthulhu's pleased!
AFFLICTED GRAVEROBBER, ANCIENT SOLDIER VARG & CERAH THE OLD EXPLORER: Leave this place! We want your table!
ELANA, THE SQUALID QUEEN: Did that feel like premium content?
SINH, THE SLUMBERING DRAGON: Are we picking up water from where we're dumping filthy water?
SIR ALONNE: Stop happening, Crime!
FUME KNIGHT: This is the one thing we didn't want to happen.
AAVA, LUD AND ZALLEN: I'm sorry I took your pets, too. You might not have noticed that if you haven't gone home...
BURNT IVORY KING: Well, guys, we started a war and we didn't rescue hardly anyone.
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globalsouth · 4 years
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The swap comes ahead of the UN's Day of the Girl, and is part of a global campaignby Plan International. It is the fourth year Finland has taken part in the campaign, which allows teenagers from countries from across the globe to step into the shoes of leaders in politics and other sectors for a day.  "It is a pleasure to be speaking here before you today - although, in a way, I wish that I did not have to stand here, that campaigns like the Girls' Takeover were no longer necessary," Miss Aava Murto said in a speech on Wednesday.  "However, the truth is that we have not yet achieved gender equality - not anywhere on earth. Although we have accomplished a great lot of good in this area, there is still much work that needs to be done. " Photo Credit: Finnish Government (at Valtioneuvoston kanslia) https://www.instagram.com/p/CGFBYQWHlSn/?igshid=1xl61n8hch0gi
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abhisheksingh098 · 4 years
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ISHQ TOH VADH K LYRICS – Sajjan Adeeb
ISHQ TOH VADH K LYRICS – Sajjan Adeeb
ISHQ TOH VADH K LYRICS – Sajjan Adeeb
Ishq Toh Vadh K Lyrics by Sajjan Adeeb is latest Punjabi song with music given by MixSingh. Ishq toh vadh k song lyrics are written by Babbu and video is directed by Tru Makers
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Ishq Toh Vadh K Song Credits: Song: Ishq Toh Vadh K Lyrics Singer: Sajjan Adeeb Lyrics: Babbu Music: MixSingh Video: Tru Makers Female Lead: Sarah Khatri Label: Lokdhun Punjabi
Ishq Toh Vadh K Lyrics:
Janda hoya gal ta sun ja Das ni mai sadke ve Ambarsaro kadda laya dai Judde to vadh ke ve mainu bas chain hai aunda bas tere kol hai aake ve Beshak tu bhej deya kar Kuchh der betha kar ve Hunn mere haal ne aise Tenu vekh ke ankhan bhar lan Duniya ghuman to changa tere naal sair je kar la Dekh ke khush ho jande chah mere man de ne Ter naa de 2-3 aakhr Or na kuchh vi lena Na deva ulahmbe mah Dite 10 rupiye rakha sambhe mai Mera ishak ishak to vadh ke Iman na ho jave Tu mera math chuma Mainu ghan na ho jave
Je kar tu bura na mane ek rijh puga la mai Kamre vich vaddi karke teri photo lala mai Tainu deh kai mah bhi ho gai Tere subha de vargi kade koi chij na piti tere hath de chah de vargi AAiyan mai matha tekan sukar kar aava sajan Supne vich tere naal mai Kal naiya lava sajna Ijajat chij teri koi Takn lai dede ve Tera koi purana maflar Rakhan lai dede ve Tainu patta ni kinni khush si mainu nind na aai si Jis din mere naal ve photo karvai si tere jeha kol jo deve Dil nu dilashe ve 700 karor di duniya Tu ekk passe ve 700 karor di duniya saari ek passe ve
youtube
http://bit.ly/2GLMJa1 from Blogger http://bit.ly/3aW8sdr
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The speaking sculpures of Karmarkar Museum, Alibaug ~ (2 Min. read) ~ Click more to know more.
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📸 Photo Credit: @anjan106
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A few years ago an interesting incident happened at the Karmarkar museum. Few European tourists came to see the museum. They saw the museum and while leaving gave feedback that the museum is nice but the attitude of the staff is horrible. When enquired more, tourists said that the servant sitting at the entrance is so rude that he didn't bother to acknowledge the tourists. The manager at the museum took the tourist back to the servant only to find that it was a sculpture of a servant named Moru.
This life-like sculpture is the work of late Vinayak Pandurang Karmarkar. Born in Aavas in 1891, Karmarkar was interested in painting and sculpting from a young age. Impressed with his art, then Collector of Ratnagiri, Mr. Rothfield, sent him to J.J. School of arts and then to England, where he won the prestigious Lord Mayo award.
Many of his sculptures are world-renowned and the famous statue of Shivaji Maharaj in Pune is also made by him. This brilliant artist passed away in 1967 but his work can be seen at the Karmakar museum in Sasawane village near Alibaug.
Sasawane is around 17 km from Alibaug and is hardly 3 km away from Awas Beach. Nominal fees are charged to see the museum and it is a must-visit destination for every traveler visiting Alibaug.
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👍Like us and drop us a comment 📝if you like this post.
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🏃‍♂️ Follow us to experience Maharashtra is 1000 different ways.
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⭐ Leave nothing but footprints👣, take nothing but memories 📸
#KarmakarMuseum #Konkan #Alibaug #indiatravel #maharashtra_desha #maharashtratourism #jayostute_maharashtra #travelblogging #kokanchi_shan #maharashtra_ig #maharashtra_forts #maharashtradesha #everythingeverywhere #placestotravel_s #perfect_worldplaces #indiatravels #experiences #experiencemaharashtra
#indiantraveldiaries #travelbugindia #cntravellerindia #shivajimaharaj #travelmaharashtra #travelbloggeres #travelbloger
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dantevesalius · 7 years
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For my day five drawing, I ran out of time and lost my stylus most of the day. When I found it and opened the floor for suggestions. The coolest one from @brutusfeels my favourite @campaignpodcast character Aava Arek! This is my second swing at the sith hand of the emperor, heavily based on a cool photo of Cate Blanchett I found. You can tell it's me drawing her, because I get rid of the eyebrows! Peace is a lie dudes.
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moonmurph-gamedev · 6 years
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Task 2
Introduction
In task 2, I am asked to begin prototyping my user interfaces and post any idea generations or concepts I create. pre production is essential as I can better visualise what I want to create and draft it and then fully implement it into unreal engine. This is especially important for the industry as when you have other people working on the same project, The pre production is how you can share the vision and general idea of what you’re trying to create.
I’ll also take into consideration human factors during this process.
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Here’s a simple flowchart detailing the way the menu system will direct the player into the game. It begins with a splash screen during the loading process. This gives the player a visual queue that the game is starting up. Then the main menu is opened with the following options:
Start Game > Takes the player to additional options
Options > Lets the player change game options
Exit Game > Exits the game application
Credits > Plays Credits for the game
If the player selects ‘Start Game’ they are then asked to either choose between starting a new play through or continuing from a previous save. Upon selecting start game the main menu will unload, the level will load and the player character will spawn. 
Whilst playing the game the player character can pause and find an additional window detailing the player controls. The game can also be exited from this menu. I’m planning on having the player controls in the pause menu as it can be accessed at any time. Fighting games in particular like Mortal Kombat are notorious for having long combos that you have to remember and navigating the menu to find them is annoying. I want to avoid that in my game and have the pause menu be direct access to the control list.
Whilst looking into some potential colour themes for my game I came across an artist and game dev called Michael Shillingburg who has a really unique and colourful style that I love. His great visuals would be perfect for a game aimed towards children and so I’ll definitely be looking at his work for inspiration when developing visuals for my project.  
I also found an interesting detailing the differences between photo-realistic and stylised game worlds. I’ve decided to go towards a minimalist stylised approach and this needs to be seen in my menu/hud too. 
‘The significant difference between realism and stylized is that with realism you are restricted to making things look ‘real’ while enhancing their visual language. With stylized you are free to play with the shapes and colors, exaggerate or remove details to enhance the look and feel in any direction. Doing so with realism would break the illusion of reality as it wouldn’t be viewed as what we perceive to be as ‘realistic’, it would not belong in our world.’ (Aava, 2017) 
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I created a colour pallete in photoshop by using the eyedrop tool and taking colours that I liked from art in my moodboard. There are a lot of colours however this is spread across the game environment, particle effects and UI/UX so not all of these colours will be seen all at once. Instead they’re spread across different environments to not overwhelm the player. 
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Game Title
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Here’s my concept title graphic for my project. I also created an animated GIF to visualise how I’d have the title animate in game. A good use of this animation would be during a splash screen/loading screen. The pulsing animation gives the player visual feedback that the game has not frozen and it’s just taking a moment to load the next area. I chose the name BabyBot as most games popular with younger audiences have short names because they’re easier to search for online like ‘Fortnite’ or ‘Splatoon!’. The alliteration also makes the name easier to remember. 
To create this graphic I simply typed up the title ‘Baby Bot’ changed the leading of the font to reduce the space between the words then I went into the effect and gave it a thicker stroke. I chose pink and blue as they’re both colours that are common on my colour palette.I like how the gradient creates purple in the middle too. 
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I then used the timeline tool to create 5 frames of the stroke reducing and enlarging. This gives it the movement. 
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I’ll use what I learnt in the future when creating animated features of my menu system. As I concept more of the projects assets I’ll also stick to a general aesthetic so it all blends together well. 
My main inspiration for the title was LittleBigPlanet and it’s similar use of bold colourful fonts. I chose the name Baby Bot as it’s short, uses alliteration and refers to the robot characters which use baby like proportions which are common in cute characters. (Large Head, short limbs)
HUD Draft
I’ve created a draft for my HUD for my project. 
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I’ve drafted a health bar and ability interface so far.
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Here is a gif showing my concept for the ability interface. The player character will have four abilities that they’re able to activate with circle or triangle. They can hold L1 to activate the alternative ones. The symbol representing each ability will move forward to make it clear to the player what button activates what ability. 
When the abilities are on cooldown the symbol will become transparent and then pop back into full opacity when it’s ready to be used again. 
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Here’s a gif showcasing my idea for the players health bar. As it’s a robot I thought it’d be fun displaying the health as a battery. As the player loses health it decreases and changes from green to orange to flashing red. This uses colours to represent the players health without relying on numbers. I have chosen this because younger demographics such as children will be able to see at a glance the characters health without having to stop and read text or percentages. 
Splash Screen
Here is my wireframe. I took inspiration from games in my moodboard such as animal crossing. The splash screen in animal crossing is the game title with a simple (press start) button underneath. I will follow a similar format for my splashscreen. 
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I then went into photoshop and created my finished concept from my wireframe.
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Here’s the splash screen which will prompt the player to press X to continue. I might add additional information like a company name or a project build. The reason why I changed ‘Press Start’ to ‘Press X’ is because I’m building this project with the playstation controller in mind and children will have an easier time finding the X button rather than the start button. 
Main Menu
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I’ve drafted up my main menu with another wireframe. I plan to have three buttons which I planned before in my flowchart. Start, Exit and Credits. After creating my wireframe I then went into photoshop and used the 1920x1080 resolution as that’s what’s most common at the moment with monitors. I tried to keep withing the blue guidelines provided by Photoshop.
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It’s a transparent background so it will showcase the game environment behind it. I’ve chosen a transparent background to give this menu a clear difference from the splash screen. 
Here’s a GIF showing how the player will scroll through the options.
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I like showing the exact button itself as it leaves no room for confusion on what the player needs to press. I’ll add a sound such as a click whenever the player scrolls through different options to give an additional indicator that they’ve moved their selection. When adding sounds to a game however it’s important to think about how often the player is going to be hearing that and if it’s going to annoy them. That’s why you don’t want anything set too loud or shrill. 
Credits Screen
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Here’s a draft for the credits screen. I kept to the same structure in my wire frame except that I moved the title slightly lower and larger so it overlays over the moving credits. I did this because the slow pulsing animation on the title is pleasing to look at.
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Pause Menu
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Here’s the pause menu when the player presses ESC or Option/Start. It has a transparent background and two large buttons. When creating my concept in photoshop however I put a slight angle on pause to make it appear more playful.
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The widget will come to the viewport and blur the gameplay behind it. This is so the character can still see what’s happening onscreen even when the game is paused. They’re also able to open up the help menu which will display the character controls.
Controls Menu
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When the player selects help the player is taken to this menu. When creating the wire frame I went back and looked at the credits menu and kept to the same format. This is to simply keep the menu system to a similar structure as I don’t want every page being wildly different. Games in the industry usually have a set style and stick to it throughout which I what I’m aiming to do.
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Here’s the controls menu to remind the player how to use their abilities. I added the transparent white walls so the black text stands out more. The rest of the screen will show the game environment behind it. The title “Controls” is also animated as you can see from this GIF.
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In-Game Dialogue
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Here’s a moodboard of some ways of displaying text which I think will work well with the style I’m going for. I like the vaporwave aesthetic which often appropriates styles from 1990s-2000s. I’ll keep these three in mind when designing my dialogue display.
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Here’s my draft dialogue box that’s heavily inspired from pictochat but I made the name box larger and off centre similar to animal crossing. I’ll also have different colours for the different character so it’s clear who’s speaking. I’m tempted to have the white background on the box slightly transparent so it doesn’t obstruct the players view of the game.
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Here’s a draft dialogue box for sidekick character ‘3LLA’ (pronounced Ella) as she warns the player of the antagonist’s return and reminds them how to dodge attacks/dangers areas.
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Here’s a draft one for K!NG who’s a malfunction buggy robot who acts as the main antagonist. I wasn’t too happy with this as I felt it was a little bland. I decided to go back and use filters such as offset and wave to mess up the text. I also made duplicates and switched off parts of the RGBs to get the shadows behind the first line. I like how the white text stands out against the background. I’ll use this method to create the distorted glitch affect for K!NG’s dialogue.
I’ll be having recorded voice lines playing alongside so I’m not too concerned with it being hard to read as it’s kind of the point with K!NG. None of his dialogue is informative to the player anyway rather it’s just ramblings of a mad robot.
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Evaluation of Task 2
I enjoy pre production as it helps me organise my thoughts and ideas on the current task. It allows me time to look at games in the industry and select what I like and don’t like. I looked at games suited towards the same demographic and what I found was bright colours and simple layouts were favoured over more complex menu systems such as something you’d see in a game such as Fallout or Skyrim. 
My biggest inspirations were LittleBigPlanet, Hello Kitty Roller Rescue and Splatoon. Animal crossing was also great when coming up for ideas for my in game dialogue.
Feedback I received from peers was that my idea generation was clear but to think more clearly on interactive elements I could add to my menu. I agree that an interactive element would make my menu system much more interesting. Interaction is also great for keeping the attention of younger audience which my game is aimed towards. In task 3, I’ll build my scene which will act as the backdrop for the menu and see what appropriate interactions I could add. I’m thinking of creating an urban scene to set the scene of the game from the get go. Appropriate interactive elements would be flickering lights or birds sitting on buildings which can be clicked on.
References
Aava, K. (2017). Realistic vs. Stylized: Technique Overview. [online] 80.lv. Available at: https://80.lv/articles/realistic-vs-stylized-technique-overview/ [Accessed 5 Oct. 2018].
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gladysnapa-blog · 7 years
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Model: Aava Frisk Styling: Katrin Elise Photo: Carlos Lopez Mua/Hair: @gladysnapa
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mi5016roishutton · 6 months
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Research - Component 1
This is the research I have done so far, mostly by reading articles online and watching video essays on the topic as well as some of my own observations. It is quite difficult to find articles or books on the topic but I plan to keep searching for these resources.
Examples – into the spiderverse, LDR the tall grass, arcane, borderlands, walking dead games, 
What is rendering? Adding details, adding layers to a (digital) piece so that it seems more finished. Details added include lighting, shading, textures and any extra details.
Aspects to consider:
-          2d against 3d backgrounds
-          Stylised designs
-          Ref to other art
-          Fortiche studios
-          2d textures on 3d models
-          Use of 2d effects in storytelling
-          Motion capture and choosing to use or not to use it
-          Use of traditional animation techniques
-          Advantages and disadvantages of this development in animation
Links:
https://fr.linkedin.com/in/covielloclaudia
youtube
Question:
 “Why is the animation returning to stylised projects and non-photorealistic rendering?”
Why was there a move away from NPR to hyper-photorealistic 3D animation?
It all began with the Boeing Man. A 3D model made by William Fetter in 1964 to simulate a pilot in a cockpit. From this we have an abundance of 3D animated projects and media today and within that, photorealistic and non-photorealistic rendering. There are certainly avantages to both of these techniques but recent years have seen large studios embracing stylisation, therefore pursuing the path of non-photorealistic over photorealstic rendering.
The 20th century saw the rise, and arguable the perfection, of 2D animation. Many childhoods of those who are young adults and adults today were shaped by their exposure to those Disney feature films like The Little Mermaid and The Aristocats, both of which are fine examples of 2D animation. With the growth of technology from the 20th century to now, there has been a natural move towards computer-based animation as it provides much more efficent methods of animating, in both 2D and 3D. Technological improvements saw films and media producing animation like the world had never seen before in a variety of 3 styles. Reflecting now the somewhat poor quality of the first 3D feature films can be seen and criticised, their innovation in technicalities can be appreciated still.
Stylisation lends itself significantly more to the art side of animation and design, it allows the artists much more freedom and creativity in their designs as it allows for emphasis on colour and form rather than realism.
What is typical of animations today that have used NPR? These stylised features also employ hand-painted textures which resemble 2D art to achieve their unique look. This approach, however, poses a challenge when it comes to lighting an animated scene and how lighting interacts with the objects in it. According to Gabe Askew (Scene assemble lead on Suits, LD&R), this challenge seemed to push compositors and animators to new innovations in how they could control the scene lighting so that it did not interfere or negatively affect the stylised look, saying you “have to break the reality of lights.” (https://www.chaos.com/blog/the-render-tricks-behind-netflixs-nsfw-love-death-robots)
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aavasbestkeptsecret · 7 years
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This photo is extra special because Aava's Abbey would put play dough nails on my niece Nini and now she is putting them on Aava!
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aavasbestkeptsecret · 7 years
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"It's Dinner Time!" and Aava is always up for a photo opp! #itsdinnertime #emperorsnewgroove #duh
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