New World Headquarters for the Research Commission, Formation of The Hunter’s Guild: The Settlement of Astera
or
The Settlement of Astera
or
Astera
(Monster Hunter: World)
made by hand primarily from paper
(also floral wire, toothpicks, epoxy resin)
28” x 20” diameter
My largest miniature yet and certainly the most densely constructed. This piece took me 5 months, chipped through well over 1k blades, 4 pads of bristol paper, countless sheets of cardstock, 3 bottles of glue, 48 LEDs, and a liter of clear cast resin.
For scale photo scroll all the way down!
I kept a weekly journal documenting the process for free reads on my Patreon over here: https://www.patreon.com/collection/60826
they need to let me out of this meeting i need to go home and write 1.2k of best friend bakugou holding you so unexpectedly gently after a break up with your bf
it's all "fuck it, we ball" until someone decides you're qualified for the thing you applied to despite not being qualified, then it's "fuck it, we ball (slightly scared)"
I’m fine, I’m cool, not really. So I did a quick sketch of one of the characters I love but have always felt intimidated to draw because I can not draw like the original style at all
For those of you who don’t know, I love DBZ and know entirely too much about it. So hearing of Toriyama’s passing is devastating. His story inspired me so much as an artist and to that, I say thank you 🫶
tbh i think that even unwinnable fights should be winnable. some of the BEST fights i've ever run as a dm were ones i built kill the players (in a fun way. I had some cutscenes prepped so even the loss would be a different flavour of win)- but then they were clever bastards and managed to either win the fights or pull themselves out of trouble. I think it's perfectly fine to plan for a fight that players aren't supposed to win, but you need to let them. if they can't win, they can't lose, and the meaning of that encounter is diminished. do that too many times, and they stop trusting you to give them roleplay prompts and start expecting to sit there waiting while you drive the story for them.
but if they can win... if there is always the chance to win, no matter how impossible the odds, then they ALWAYS have hope. they always get invested. they feel the big emotions of success or the big emotions of failure, and you fucking Win as a dm/roleplay prompter/lead bastard.
A gimmick which I think would be interesting in a visual novel: small variation in the visual designs of the sprites and backgrounds based on who's narrating a given scene. Not large variations, mostly—buildings are going to have generally the same architecture, people are going to have generally the same outfits, et cetera—but lots of details shifting around on the margins, showing the texture of the characters' thought-processes through the visual design of the world as they see it, rather than only through the text of their narration.
So, for example, one could have one viewpoint character be unusually faceblind, and portray this by having all the sprites have Same-Face Syndrome when viewed from their perspective, even as they hold onto more variation face-wise in everyone else's perspectives. One could have one viewpoint character who's unusually conscious of the fine details of their physical environment, and portray this by drawing the environment-art with much more fiddly detail when in their perspective, showing wood-grain and electrical wiring and other such things which are abstracted away in others' perspectives of the same areas. Et cetera.