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#so I used several references from games and artists to create this
nn-ee-zz · 2 years
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I love your art so much, it pushes me to keep pursuing character design. Where do you find references / inspiration for your armor? Sometimes I often struggle with making really cool fantasy armor, but you make some really cool artworks 👀
Thank you! Keep pursuing! Make the characters you'd like to see in the world c:
Armor is a big part of my designs. It gets easier as you design more of it, but help is always welcome. I will be attaching below things I personally use whenever I'm stuck or need reference, for both armor and clothing.
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The Costume History - Auguste Racinet - Taschen
I've mentioned it before but I can never repeat myself enough; historical references are amazing inspiration. This book is a very recent release, which is great because art related books are often limited print and once theyre sold out, the prices skyrocket. It's around 750 pages and full of content from several regions and countries. These are more historical, however. I'm a big fan of Taschen so if you seek something more modern, I'm sure you can find it in their fashion related books.
Even without the book, I'm not a fan on pinterest. The sheer amount of concepts by other artists is very overwhelming (and makes me doubt my own skills, ngl). Whenever I'm seeking armor references, I just search online for a country and a century.
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You guessed it! Dark Souls III - Design Works
If you like the art of a game, and have the chance, I definetely recommend buying the art book(s). These can be more expensive but sometimes you have to bite the bullet before it runs out of stock. With 330 A4 pages, this is my favorite for design armor.
If you don't have the chance, the concept art of the games you like is also available online. Be careful when using this as inspo as not to fully imitate it. See how they approach colors, materials, how the armor pieces connect between one another (very important!) and what shapes (is it round? sharp) are given to each character, and what effect it has on their overall design.
Third and finally....NATURE!
Nature really is the best designer. You can literally use everything as inpiration. The main things I seek are usually shapes, textures, and patterns. Make an armor inspired in how insects are build. Maybe an armor with an unexpected material. Or an armor built in ways that resemble a pattern.
That is about it! Good luck and happy character creating
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kenobihater · 3 years
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You’re (Probably) Drawing Archers Wrong
Hello, my name is Len and I’ve shot archery as a hobby for as long as I can remember. I have a problem: fanart depicting archery is oftentimes Very Wrong! I feel like most of this stems from not using good reference pictures, and from a general lack of knowledge. So, I wanted to create a post for anyone interested in accurately drawing an archer! Disclaimer: this is not a comprehensive post or a tutorial on how to shoot, and is intended for artists. That said, if you’re interested in archery, you may still find value in this post, though I recommend doing your own research. I’m certain there will be errors here considering I do this as a hobby not a profession, and I welcome corrections. Finally, archery can be dangerous, and even if you don’t read any more of this post, PLEASE read the safety section.
Safety
This part is going to be a PSA, because the thought of someone reading my post, getting into archery themselves, and doing these things? It terrifies me. So, rules number one, two, and three are: never aim at another person (duh), never use a damaged bow or arrows, and never, NEVER dry fire a bow. Dry firing means drawing back and releasing the string without an arrow. This can make your bow EXPLODE. It can hurt you, and even if your bow doesn’t explode, it’s fucked it up so bad that you should never shoot that bow again. Don’t do it, and don’t draw art of people doing it. Okay, PSA done, now onto the rest of the post.
There’s a TL;DR at the bottom!
First thing’s fist: the equipment! Archery requires four things: a bow, a quiver, arrows, and protective equipment (which is usually what I see most posts lacking). The first thing you should do before you draw your archer is decide what type of bow to give them. I’m not covering crossbows because I’ve only shot one once and I also Hate Them. There are three main types of bows: longbows, recurves, and compounds.
Bows
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There are two different types of bows that are commonly called a longbow: English longbows, and flatbows (yes I’m considering flatbows a type of longbow to simplify things). English longbows are very large and have a very high draw weight (which means it’s hard to pull the sting back). These were used mainly by the English in the Middle Ages. Flatbows are typically smaller and have a lower draw weight as well as a slightly different profile. These were mainly used by Native American tribes such as the Hupa, the Karuk, and the Wampanoag, as well as prehistoric Europeans and the Finnish, among others. It is often seen in historical fiction and fantasy, and the English longbow is usually depicted as Robin Hood’s preferred bow type. I believe Katniss uses a flatbow in the beginning of Hunger Games, but don’t quote me on that.
Recurves have limbs that curve outwards and are smaller than longbows. Many, many cultures have used these, including but not limited to certain West-coast Native American tribes, the Mongols, the Scythians, the Greeks, the Turks, the Koreans, and the Chinese. Recurves can be made of either wood or of a combination of wood, horn, and glue, making them either composite or non-composite. These are the bows you typically see mounted archers using, and are often used in competitions today. It’s commonly seen in fantasy, and is the bow type used by Legolas, Tauriel, Katniss Everdeen in Mockingjay, Merida, Green Arrow has a lever action, and Hawkeye uses a silly collapsible one.
Compound bows are the most commonly used bow among hunters, are almost always made of fiberglass and either carbon fiber or aluminum, are Technical Looking, and pack the biggest punch for the least amount of effort. It’s a modern invention used worldwide. I don’t know where else to put this, but almost everyone who I know that shoots a compound uses something called a trigger release (pictured below) to draw back the string because it means your release is cleaner.
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So, those are the main types of bow! Google which bow would be appropriat for the era and region your character is from, or if they’re from space or an alternate dimension, pick whichever you think fits the character the best.
Quivers
There are two types of quiver: back quivers, like Legolas wears, and hip quivers, like those used in the Olympics. Which quiver you should use varies from culture to culture and time period to time period. If it’s fantasy, set in modern day, or set in the future, you can chose whichever you prefer.
Arrows
Arrows can have shafts of wood or fiberglass, can have real feathers or synthetic for fletching, and can have countless different types of heads. The main two that are in use today are called field points and broadheads, and most commercial arrow shafts allow you to freely switch them out.
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The arrow on the top is a field point, used only for target practice, and the arrow on the bottom is a broadhead, used only for hunting or war. You never hunt with a field point, and never practice with a broadhead. Basically every fictional character out there is shooting to kill, so they’ll all use either a broadhead, or a culturally appropriate variation of deadly arrowhead (bodkin, scythian, flint, etc). Do your research! A Native American wouldn’t use a bodkin, and a Scythian wouldn’t use a flint arrowhead!
Protective Equipment
The one really necessary piece of protective equipment is hand protection. If your character uses a three fingered draw or a pinch draw (we’ll speak on draws later), they need either an archery tab, or an archery glove. If your character is using a thumb draw, they need a thumb ring. These three pieces of equipment keep archers from getting blisters and damaged skin.
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This is a tab.
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This is the type of glove that I use. All an archery glove needs to do is protect your three draw fingers, but it can be more traditionally glove-like than this one. I’ve even seen ones that are a combination leather bracer and archery glove that give big Fantasy Vibes.
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This is a ring. Some historical ones can get REAL ornate and pretty.
Another piece of protective equipment that is commonly used is an arm guard or a bracer. Not everyone uses one, because if your form is good the string should not be hitting your arm, so you can get away with not giving your character one. They can vary in style from something like the more minimal one below up to a full leather bracer.
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Form
Form can vary greatly and I’m not about to diss other archery disciplines especially ones I’m ignorant on, so just know that not every culture has the same form. I’m just going to cover a few cultures’ variations, and what I’ve been taught by 21st century Midwest archers. There are several aspects to form, as form is just another term for “everything pertaining to how you shoot”. I’m going to break it down into stance, posture, draw, elbow discipline, holding the bow, and anchor. These are not the only aspects of form (there’s aiming, release, and breath control), but these are the only relevant aspects to drawing archers. I will not be covering mounted archery because I’m sadly ignorant on the topic. I recommend doing your own research and looking into Mongolian mounted archery.
Stance
The thing all stances have in common is that you should put your feet a shoulder-length apart, balance your weight equally between both feet, keep your knees slightly bent, and stand facing approximately 90 degrees away from your target. There are three stances that are common that I’m aware of: squared, open, and closed.
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Squared stance means keeping both feet squared up to an imaginary line. Open means that you’re facing slightly towards the target. Closed means you’re facing slightly away. I vary between square and open, and to be honest I’ve never noticed a difference. So long as you draw your character standing with a stable stance, facing away from the target, you should be good.
Posture
Your posture should be with your back straight, your hips squared, and should never have you leaning. Below is one of my favorite archery pictures, not only because I love Marilyn, but because it is a great illustration of what not to do posture wise.
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See how she’s leaning back? Yeah, don’t draw your character like that, it looks foolish.
Draw
There are four different types of draw that I’m aware of, I’m educated on three, and I have experience with one (though I’m itching to learn to thumb draw). The types of draw are three fingered draw, otherwise known as Mediterranean draw, pinch draw, thumb draw aka Mongolian draw, and Japanese draw, or torikake. I know fuck all about Japanese draws, so I’m not going to speak out of my ass on topics I don’t understand (if anyone reading practices traditional Japanese archery I would love if you chimed in!). I highly recommend doing your own research on which civilization your character comes from and which draw they use, especially if it’s Japanese because I’m not covering that here.
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First up is three-fingered. This is the draw I use, and it’s the most common draw in my limited experience in the Midwestern archery community. It is common in Europe and the Middle East. It requires you to use three fingers, partially wrapped around the string. You do not pinch the arrow. Most people place their index finger above the arrow and their middle and ring finger below, though I’ve seen all different variations. If your character is right handed and uses this draw, draw the arrow on the left side of the bow. Lefties do the inverse, and make sure and draw a left handed bow while you’re at it.
Next is the pinch draw. I’ve never shot with this, nor seen it used. It was common in the Americas and for a time in Ancient Greece. You’re supposed to physically pinch the arrow between your thumb and index finger. Your character would need a full archery glove if you draw them with this grip. The release is supposed to be smooth because there’s only one point of contact, rather than three. I believe you would place the arrow on the right side of the bow when using this technique, but I cannot speak with certainty as I’ve never seen it done (again, lefties would do the opposite).
Last but not least is the thumb or Mongolian draw, though it is/was also widespread in Korea, China, Russia, Persia, Turkey, and the Roman and Byzantine Empires. In this draw you wrap your thumb completely around the string and tuck it behind your other fingers. You do not grab the arrow. This draw utilizes your strongest digit, and so it may be less strenuous than other draws. This draw is commonly used with mounted archery. If your character is right handed and using this draw, put the arrow on the right side of the bow (lefties, do the inverse).
Elbows
Another aspect of your draw that is important is elbow discipline. The elbow of your character’s string hand should not point up into the air. It should point straight back, like the picture below.
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Now, the other elbow is important, too. Don’t draw them with a locked elbow, instead keep it slightly bent and rotated inwards, like the picture below.
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Holding the Bow
Your character shouldn’t have a death grip on the bow. Instead, show it resting in the curve between the thumb and index finger. Here’s a wikihow article that describes the different ways to hold different types of bows that is more succinct than I could ever be. Ignore the crossbow (derogatory).
Anchor 
Everyone needs an anchor. What’s an anchor, you ask? An anchor is a fixed spot that you draw your string back to whenever you’re going to shoot. It’s necessary in order to ensure consistency, which is accuracy’s best friend. Your anchor spot can vary. I anchor at the corner of my lip. Some people anchor underneath their chin. Some anchor to their ear. I’ve even seen some people in Asian disciplines anchor behind the ear or almost above the head, which is incredibly impressive. Bottom line, unless your character’s archery discipline has them draw behind the ear or above the head, you need to have them touching their head somewhere. The only wrong anchor is a short anchor. If you can’t draw the string back far enough to touch your face, that means you’re either trying to draw back a bow with too high a poundage, or the draw length is too short for you. The picture above of the person with the compound trigger release has a good anchor point on their face. The picture of the person with the arm guard has a good anchor point under their chin.
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This person, on the other hand? Their anchor is out in space, that is to say they don’t have one (also their elbow discipline, posture, and stance are atrocious). I see this in fanart ALL THE TIME. It’s a pet peeve of mine. Don’t do this, have them anchor to their head or behind it somewhere.
Carrying The Bow
The best way is to just carry it in your hand by the bow (not the string). You can give your character a bow sling, or a back mount like Legolas has as well. You can slip the string over your shoulder and wear it across your back in a pinch, though this may damage the string. The only really wrong way to carry a bow is by the string, though you can damage your bow carrying it on your back if you’re stupid, and I’ve never tried to do so with a compound. Too pokey.
TL;DR
If you’re drawing a fantasy character, go buck wild. Still make sure to give them the right type of arrowhead, hand protection of some sort, a strong stance (no kneeling or sitting), good posture, a sensible draw, elbow discipline, an anchor point (don’t be like the person above!), and a good way to carry their bow, but you can have fun with the rest. If you’re drawing a character from history, research the archery discipline they would most likely use, and draw them with the appropriate bow type, quiver, arrows, protective equipment, stance, posture, draw, elbow discipline, anchor, and bow carry.
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Sonic the Hedgehog Movie 2: POTENTIAL TEST SCREENING
 A couple weeks ago, a Reddit User under the name “Madethis4Sonicmovie2” created a post discussing their test screening experiences on the second Sonic the Hedgehog film. Throughout the discussion post, the Reddit user explains that they are not a Sonic fan. Most of what the user writes was how they’ve interpreted the scene and their understanding of the lore through some games that they’ve played. That, and they also try to compare some of the scenes to DBZ, a franchise that they’re much more familiar with. The user also make it a point to state that they view themselves as a “harsh critic,” though do apologize for it. They’re also not used to critiquing children’s media, which they also state a few times in their post. If they’re not clear on what they saw in their test screening, they ask for the reference meaning to the Sonic Community. The Reddit user also says that they did see the first film and greatly enjoyed the second one better.
Even though they believed for the film to be a generic kid’s film, they believe that this film will appeal to fans and non-fans more than the first one did. 
There wasn’t much of a summary to go other than reading about the emotions and some of the trivia that they’ve seen. Most of the film was still in its post-production stage. Some scenes were not complete while others needed tweaking on lighting and shading on the CGI characters. The overall impression that they’ve received from the film was that it was very enjoyable with much more world building. Because it’s done a good job with explaining certain scenarios to the audience, the Reddit user believes that it wouldn’t be hard for outsiders of the fandom to understand. The only thing that some audience members would struggle with in the film were the inside jokes that long-term fans would understand.
With this in mind, this is what the Reddit post detailed. Keep in mind that these are spoilers.
Key Notes:
The moral of the movie is “if you believe in yourself, then anything is possible!” On a side note, the Reddit user believes that this theme applied more to Tails rather than Sonic, stating that Tails has a moment where he gains enough courage to help Sonic fight.
Though the Reddit user does debate that Sonic has more confidence in himself than he did in the first film. He’s still the “Sonic” seen in the first film, him being a kid, but he’s learning to understand the role of being a superhero.
There is placeholder music and licensed music in the film as well. No mention so far of Crush 40 appearing in the film.
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The Reddit user explains that Jim Carrey nailed the role! They also explain that Dr. Robotnik is a complete maniac.
(This is an open definition to viewers. It could range from comical to something darker).
Dr. Robotnik invents a teleportation device.
Dr. Robotnik also dresses in black clothing like he did in the first film.
The Reddit user supports this remark by detailing a scene where Dr. Robotnik loses his cool a bit when returning to Earth and complains about how he was outsmarted by a “rejected Dr. Seuss character.”
Dr. Robotnik does create Badniks and references them as “Badniks.”
The Reddit user gave the example of the motorbug looking like a motorcycle with a ladybug exterior. Buzzbombers look more like wasps.
There is a “robot version of Eggman.” 
Metal Sonic does not make an appearance. The Reddit user does believe that G.U.N. may have hinted that they’re building Metal Sonic.
It’s also important to note that there were no mentions of Silver and AmyRose in their screening.
There are heavy nods to Sonic Lore, specifically with the echidna tribes. Most of the lore is explained in either flashbacks and/or with echidna lore.
Most of the time is spent on Earth, but we do see other planets. Sonic and Tails do travel all around the world.
The Reddit user also says that we see more of Sonic’s world when Dr. Robotnik tries to teleport back to Earth.
There are heavy nods to both inside and outside references of the Sonic Franchise. Due to their experiences with the franchise, they inform other Reddit users that they couldn’t share and explains all of the references.
However, they were very happy with Sonic fans when hearing their feedback and learning what some references are.
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At this time, the voice actor/actress for Tails is still undetermined. The Reddit user said “it was like Tom Holland, but with a higher-pitched voice.”
Sonic makes a remark saying, “You’re too slow!”
Sonic makes a remark saying, “I’m not a rat! I’m a hedgehog!”
Knuckles makes a remark saying, “Knock, knock scrambled egg.”
(The Reddit user explains that this scene in the movie was also very enjoyable).
Sonic and Tails bond over how they know Longclaw in the film. The Reddit user explains that this is their favorite scene in the movie.
Knuckles has an American-like accent, not a British one.
Sonic encounters Tails on a run, but “freaks out” when he sees another alien creature like him. Sonic also freaks out when he sees that Tails can almost match his speed while running.
There is a funny scene of Sonic enjoying his alone time at home, even showing a montage of all the things that he shouldn’t do when Tom and Maddie are at home.
(Think of the montage scene from Home Alone (1990′s).
The Reddit user explains that Knuckles was exiled from the clan for freeing Longclaw as a prank with friends.
There is an artist in the movie that tries to draw Sonic. To Sonic’s discovery, he sees that the artist drew his 2019 design and plays “Gangster’s Paradise” on the radio.
The Reddit user states that they believe that this is the crew’s nod to the original design.
The Reddit user says that there were scenes in the movie that they felt like were more of a placeholder in the film. The reference to Gremlin Sonic being one of these scenes.
Tom and Maddie do go to Rachel and Randall’s wedding.
There are several action scenes, but the Reddit user explains that the most enjoyable ones are when Sonic and Tails fight Knuckles a couple of times.
And with the action scenes, there are many Quicksilver references that Sonic does as well.
On top of that, the Reddit user explains that each character has their own unique abilities. (For example, Sonic is associated with having powers cater to the element of lightning).
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Longclaw is alive in the film, but she’s aged and weak.
Longclaw sends Tails to Earth to retrieve Sonic due to her wanting him to safe.
Sonic stays at home on planet Earth, but is supplied with many rings to travel back and forth to visit Knuckles Tails, and Longclaw.
Sonic being a living chaos emerald could be true, but the Reddit user explains that an emerald was sealed inside of Sonic after being born.
Chaos emeralds are not referenced as “Chaos Emeralds” in the film, they were referenced as just “emeralds.”
However, the Reddit user does recap that there might be a name and they didn’t catch it.
Super Sonic is not referenced as “Super Sonic” in the film, but as something else.
Super Sonic can fly in the film and doesn’t need all seven Chaos Emeralds to go “super.”
Sonic references Tails as “Miles” a few times that they meet, but later gives him the nickname “Tails.”
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There is a post-credit scene. The Reddit user believes that it’s a heavy nod to Shadow the Hedgehog due to the there being multiple clones modeled like Sonic that G.U.N. has made.
Due to this post-credit scene, the Reddit user holds hopes that there will be a third movie soon.
As of now, the Reddit post is still available for you to read. The Reddit user is mindful of the NDA and purposely phrased some of their spoilers to be vague, but knows that their thread may be removed soon. I know that these may sound fake, however, there have been individuals in the past who have viewed the first film and proved to be right. Like many of you, I hope that this is a real but I will remain cautious. If these facts resurface as being false, let’s not attack the individual. The only that should matter is that we’re excited for the second film. Be mindful that they’re a human being as well. Treat others the way that you would like to be treated.
What are all of your thoughts so far of the film? Share your thoughts and opinions! And if you’ve spotted something that I’ve missed, please share with me! I’m very excited to know!
((SOURCE)).
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felassan · 3 years
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Jon Renish (Foundation Technical Director @ BioWare, working on DA4) recently did a Twitch stream where he played through some DAO. Although he works on DA, this is his first time playing through DAO. He’s playing through it looking at random details from a dev perspective as he’s currently working on DA4 and therefore wants to know more about the previous games.
On the stream he mentioned some tidbits on the development of DA4. There were also some insights and anecdotes about the development of DAO and similar. It’s a 3 hour stream so I collected them here in case that’s of use to anyone (for example not everyone can watch streams which don’t have subtitles/captions). The stream is a fun/interesting watch though, so if you’re curious or able to watch I recc doing so. 😊 The rest of this post is under a cut for length.
Please note that there’s some paraphrasing on my part, this is not a transcript.  There are also some additions from another dev who featured on the stream to give some commentary. The stream also contains more snippets that at times I couldn’t make out (I tried my best!).
(There is a mention of Cullen’s VA in the text below.)
DA4
Jon said he can talk about things about DA4 that aren’t “consumer-facing”, but he can’t say anything about the game that would be consumer-facing but which isn’t already publicly available. There are several reasons for this. One, that’s not his job, there are people whose job this is and they let each other do their respective roles. Two, BW are a publicly-traded company, so if he said something that could affect that that would be insider trading. Three, they’re not done making DA4 yet, so if he said that they have added [x] to the game and people got all excited about that or pre-ordered on that basis, but [x] ended up being cut, people would be like ‘BioWare lied to us’, when it’s just that things changed during the course of development, as is often the case
He’s glad that fans are excited for the game but notes that fan expectations are always double-edged. It can be really tough as some people started ‘playing’ the game in their heads as soon as they heard of it. That’s fine, he loves that, but he hopes that peoples’ expectations don’t turn into requirements. Clearly BW have alluded to certain characters, like Solas, being in the game, but some fans say things like “If [say] Morrigan isn’t in the game, then, rahhh!” Y’know, there’s a lot of talk about how certain characters have to be in the game, and yeah.
On characters which are quantum (i.e. characters which can die or which can have similar end-states as death in previous games): their being quantum makes it really hard for the devs to work with those characters in subsequent games. The devs naturally aren’t going to put as much effort into characters which could have died previously. A character can have had an amazing appearance throughout/role in a previous game, but if there is a risk of something happening to them and of them being removed [effectively] from the plot, it just doesn’t make sense to have them as a major character in a subsequent game. If a character can, say, sacrifice themselves in some glorious ending, the devs have to make sure that if they use them again, in worldstates where the character didn’t do that, the character is kind of ‘muted’, as the devs don’t want to disrespect the players who made a different choice
A comment in chat expressed a wish for Shale in DA4. Jon’s response is that he has no idea on that front
Bugs don’t come out of crunch, they come out of development in general. Crunch does impact on the quality of a game though. In recent years BW are always really trying to reduce crunch, they’re currently working really hard to bring it down. The best way of doing that is by controlling scope. As creatives it’s tough to balance wanting to make great stuff and be industry-leading with the desire to constantly do extra passes over things they’ve created like the audio, art etc. Their biggest enemy is time, other ways of reducing crunch or time spent in general include iterating tools to make often-repeated processes as time-efficient as possible
I think the following was an observation on the industry in general as opposed to a BW-specific/-exclusive comment: he thinks that as a result of this sort of thing [working to reduce crunch], a lot of games are going to have to be smaller and a lot more focused in scope i.e. the devs will have to focus on hitting the key selling points of that particular game/series as hard as they can, and cut down on branching out sideways/wide on a bunch of random other stuff
Jon doesn’t personally engage in character creators in games, but he knows that for some players that expression is worth a lot of time and focus. BW want to be industry-leading in this kind of stuff as it’s something which is interesting/key/integral to their games
In a way BW have made their own nest of problems what with every DA game being so different to the previous one. Still, he notes that each game has a staunch fanbase that says that their particular favorite game is the best one in the series
He doesn’t want people who think that DA4 isn’t what they want to buy it and be upset - there are so many other great games out there! BW are going to make the game they’re going to make - if some people like it, that’s great, and if some people don’t, that’s cool. Sometimes waiting until reviews are out and/or really seeing beforehand if a game is something that you want [has things/features in it that you want] prior to getting it - as opposed to jumping right in or pre-ordering - is a good idea. Fans don’t always know what they want, but they do know what they like - these are 2 different things
He hopes that whatever they ship for DA4, people go “I enjoyed this experience”, and that then, if there’s additional content for it down the road, people can decide, “do I want this further content?”
On hair: BW are using the new hair technology in the latest version of the Frostbite engine, so they’ll see what they can do! This was said in response to a comment about the hair in the latest FIFA games (as EA make FIFA)
A comment in chat asked about a flying mechanic (griffons). Jon’s response is that flying is such a heavy gameplay mechanic that you can’t put it in a game without everything in the game being built about it (see Anthem)
Relating to the above comment, in DA4 mounted combat would be cool but then they’d have to make the game ‘around’ mounted combat and make the mounted combat feature meaningful
On the underwater concept art: it should not be interpreted as a promise of gameplay. BW have amazing artists who sit down for a couple weeks while they’re in early production and just draw loads and loads of all kinds of stuff. Concept art is like a moodboard or Pinterest board. Elsewhere in the stream he advised, take all the concept art together like a mosaic and ask, ‘what is the overall theme[s] here?’, and to zoom out from individual details. [This stuff echoes PW’s word on concept art]
BW don’t generally write things or the choices as bleak as the choices in DAO were anymore. This is a conscious choice on their part, they want their game to be fun [note: this was said when the side quest in Orzammar where the Warden has the option of convincing a dwarven mother to abandon her young baby to die was being played through. It seems to refer to intensively grimdark choices/beats of this kind]
I think this was more of a general comment on games: SSDs (solid state drives) mean that players will see shorter elevator rides (Mass Effect - was this a reference to the remaster?) and fewer switchback corridors (those are actually loading zones). Generally, these are going to change mechanically the time it takes to do stuff in games
The devs have lots of features on their backlog that they’d like to offer players but each will ofc involve implementation and subsequent maintenance, and each one that is chosen to add is being chosen over something else. And sometimes, it’s hard for them to tell if [x] feature or [y] feature would be better to add to the game
They’re about to work on a giant feature (a pure tooling feature, something that isn’t consumer-facing) that is probably going to take ~2 staff years of effort [I think “staff effort” includes multiple staff working concurrently, so 2 years of staff effort doesn’t = 2 years of time chronologically] to get done in the next few months. They’re investing all this effort across the people working on it because they don’t want their artists and designers etc to have to deal with the problem that it’s going to solve anymore. I’m not sure what this feature is but elsewhere in the stream they referred to tooling and automation and gave the example of, the better your tooling is, the fewer times you have to manually set the camera for a human vs elf vs dwarf position, for dynamically-generated [cinematic?] content and for the first pass to be automated (if this is the case, less time is spent/wasted on redoing it and manually touching it up) [see last bullet point in this section]
He doesn’t know how big DA4 is going to be but said “let’s ballpark and say like most games it’ll be somewhere between 70 and 100 GB”
If we kept our Wardens as the PC throughout all 3 games, at the end they would be so powerful that it’d be a bit like “Let’s just do [thing], I’ve killed gods before, whatever”. He thinks it’s good that they have fresh characters each time in DA in order to reset that power level. Some people want more Commander Shepard in the next Mass Effect and he feels like, ‘what else could you possibly want / what else could that character possibly do after 3 games?’
When asked how much freedom he/they have now to focus on next gen, he said that there’s actually almost no difference on that front. The problems never change. They now have better renderers, better ray-tracing, better graphics cards etc, but they have always made DA games for high- and low-spec PCs, so it’s actually about gameplay systems. The freedom isn’t power-based and them getting access to more cores and more RAM generally isn’t going to change how the games are played. The games still have to be made for hard drives on PC. Dev creativity matters more than power here. The challenge of building a BW game is more about/from managing loads of different plotstates, loads of different art pieces, etc
On the title situation (two): names are the last thing they worry about because names have to go through legal before being approved. Every name, including character names, has to be checked in case it’s a famous person, or associated with something bad, or offensive in a different language due to localization etc
They don’t do face scans of people with big beards
There was also a bit about changes/developments to/in the cinematic design process and associated tooling [?] but I found it too hard to follow sorry >< This bit of commentary begins at timestamp ~ 1:52:45 and continues til ~ 2:00:05 [keep listening through the bit where they pause for a cutscene]
General BW
There’s currently ~350 staff in Edmonton, ~200 in Austin and more elsewhere
He notes that DA games sell pretty well, but relative to EA games in general, they’re a drop in the bucket compared to FIFA
DAI
5% of players of DAI never created a character [Q: does this refer to people who just used the default appearances/presets with no editing, or people who only played multiplayer?]
The mounts don’t actually go faster than running, this is an illusion
I think they said it has 55,000 lines of dialogue. [I’m pretty sure I remember devs elsewhere saying it has 80,000 lines of dialogue]
One of the companions had to have their name changed during development because of legal/translation reasons. It sounds like the original name sounded too close to something offensive
DA2
Back when DA2 was internally code-named “Nug Storm”: this was at the beginning when it was pitched to the team on a set of slides. The image on the slide for that pitch had devil horns, a metal hand and no flesh, it was just made out of fire and flames
DAO
The engine DAO is made on is the third engine that they tried for it during development. [David Gaider has gone into the DAO engine stuff some on Summerfall’s series of DAO playthrough streams]
The cracks on the cracked eluvian asset are modelled after the crack on the Tardis in Doctor Who from around that time, as at the time some devs had been talking about Doctor Who a lot. A dev actually added this factoid to DAO’s entry on TV Tropes but someone else (evidently not a DA dev) came by and deleted it saying that it was too much of a stretch x)
Before the game had its name there was an HTML script that randomly generated possible titles for consideration, it adds verbs and nouns together e.g. “Grim Dark”. One of the craziest possibilities that it once generated that the devs always remember is "Bone Wind”
One of the portraits that’s used for decoration around the world in-game (it’s of a bearded human man) is actually of a specific BW staff member
He played through Stone Prisoner, where Wilhelm’s son Matthias gives exposition in the cellar. Matthias is voiced by GE and this had been pointed out to Jon earlier on. Jon: “I don’t think that character’s voice acting was super strong there”
On the in-game area towards the end of Stone Prisoner: Outdoor areas in games are large and one of the things needed for them is streaming, so different chunks can be ‘streamed in’. There’s a tower [?], and technically the top of the tower was made an outdoor level so that sky stuff could be there, though it didn’t really need to be. The person that made it an outdoor level chose the very smallest chunk size for the terrain mesh, which determines how fine of a streaming they do. So when playing, every time you moved like 4 meters, the game would stream out 50-100 chunks behind you and the same in front of you (this is the bubble around the player of what actually exists). Because it was so small, it was constantly thrashing the CPU and disc to do all the loading. The devs were like “this isn’t going to work”, but they barely had any time. The solution: they made a new level that was outdoor and copied all the sunlight and other settings, but with the largest chunk size. They copy-pasted the entire level from one to the other. The problem with that many chunks then is that there was a giant expanse of flat terrain sticking out of the middle of the tower. They didn’t know if the story was going to involve shots of the outside of the tower for this sequence or not, so they took the terrain deformation tool and bundled all the terrain vertices at the bottom of the tower in a giant clump. So to this day there’s a mess of vertices and twisted terrain at the bottom of the final level that probably no-one has ever seen [not sure though if this anecdote is in reference to a place in that DLC or somewhere elsewhere in the game?]
There were also some tidbits on Anthem, however I didn’t note them down (sorry).
If you think I misheard or misunderstood anything from this stream please let me know and I will edit/fix it. :) 
(Thankyou to some of my friends who explained a tech detail from this to me.)
[source]  <-- current rewatch link
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maxwell-grant · 3 years
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Jumping off from my previous question/suggestion, might I please ask if there are any superheroes you think would make fine Pulp Villains and any Supervillains you think would make convincing Pulp Heroes?
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I'm gonna go ahead and remark that I'd personally suggest to anyone who's trying to create pulp characters inspired by superheroes (which would be probably about 90% of you who may want to do that sort of thing) to flip the script around a little. As in, don't try to create pulp analogues to the Justice League/Avengers upfront, but play around with some of the lesser-known icons and filter those through your idea of what “pulp” means (which is gonna be quite different than my own or anyone else’s). 
I’m not gonna really mention characters I’ve already talked about before like Vandal Savage or Namor, instead I’ll pick new ones and see what can be highlighted about them.
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Regarding “Superheroes who could make fine/convincing Pulp Villains”, even though he’s a character I've read basically nothing on, Martian Manhunter definitely leaped out to me as an obvious option. He’s a Sci-Fi Superman who takes the first half of the name to an extreme that borders on comical, except he’s not a square-jawed white man, he’s a 1.000 year old green alien from Mars with shapeshifting powers who can look as monstrous as the artist desires. He’s the product of an advanced civilization and genetic modification, and on top of the Flying Brick powerset and shapeshifting, he also has incredibly powerful and extensive telepathic abilities, he can become invisible, phaze through matter, use telekinesis and other weird abilities. A lot of pulp stories closer to sci-fi were based around the idea of taking one of these abilities and extrapolating horrific consequences for them, and J’onn has those by the dozens. He also has an extremely mundane weakness that would allow him to be beaten by Macready with a blowtorch if that’s where the story ended.
He was also a law enforcement officer from Mars who became a police detective and it’s even right there in his name, and again, I have never read anything he’s in (I should probably pick the Orlando mini), I know he’s for all intents and purposes a generally nice man who tends to job a lot in crossovers and cartoons, but the idea of taking all those great vast and horrifying alien powers, combining all of them into a single character who also happens to be the last survivor of a doomed planet (and one who actually lived through it’s collapse), and then making that character a former cop trying to resume his work on Earth? 
That is a Pulp Supervillain begging to happen, and a particularly horrifying one at that. And hey, speaking of The Thing-
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Now, Plastic Man’s potential for horror has already been explored quite a bit in some of the darker DC continuities like Injustice and DCeased, and it’s quite funny seeing a lot of these turn Plastic Man into The Thing because there were quite a handful of Wold Newton pages that ran with the idea that Macready from the original story was Doc Savage, and that the secret chemicals that Eel O’Brian was hit by that gave him his powers were actually samples of The Thing contained in one of Savage’s labs. Regardless, the idea of a former street crook suddenly gaining bizarre shapeshifting abilities that allow him to reign terror on his gangster associates could make for a great premise as a pulp crime story that veers into horror as the gangsters gradually figure out what is Eel O’Brian’s deal, and then the story can take a more tragic turn.
The thing about Jack Cole’s Plastic Man that modern takes on the character neglect is that, while Plas was a lively roguish anti-hero (arguably the first of it’s kind in comics), he’s still for intents and purposes “the straight man” (HA, right, Plastic Man being “straight”). He’s the relatively sane hero who plays off Woozy’s wackier misadventures and the imaginative madness that Jack Cole paints his adventures with, and it makes for an interesting contrast considering Plastic Man is already a weird character, having to ramp up the strangeness of the world around him so that he still remains the sane man. There are ways to twist this into something quite horrifying, even tragic for Plastic Man as he either struggles to maintain coherency, or embraces the shifting chaos the world’s spiraling into for better or worse (and definitely for the worse towards those on the receiving end of his vengeance, or even his humor).
Now, onto the flipside, regarding Supervillains that could become Pulp Heroes -
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Normally I’d not mention the Batman villains here, because I already have a lot to talk about in regards to them as is, they comprise some of my favorite comic characters, but I pretty much have to make an exception for Two-Face in this topic, as not only a pretty obvious option but one with even case studies to prove it, as not only do we have The Black Bat, a 1930s costumed pulp hero with an identical origin story and several other conceptual overlaps with Batman, as well as The Whisperer, a young hotshot police commissioner who dresses up as a disfigured vigilante to kill criminals without consequence (and who’s somehow less of a maniacal asshole in his secret identity than in his regular one), but it turns out that there actually was a 1910s pulp hero called The Two-Faced Man:
Crewe was created by “Varick Vanardy,” the pseudonym of Frederic van Rensselaer Dey (Nick Carter, Doctor Quartz), and appeared in three short stories and two novels and short story collections from 1914 to 1919, beginning with “That Man Crew” (The Cavalier, Jan. 24, 1914). 
Crewe is “The Two-Faced Man.” 
He is in his forties and has gray hair and a “sharply cut and handsome profile—until one caught a view of the other side of his face and saw the almost hideous blemish that nearly covered it, and which graduated in corrugated irregularity from a delicate pink to repulsive purple.” 
Crewe is two-faced in another way. Crewe is a saloon owner in below Washington Square. But he has another identity: Birge Moreau, portraitist and socialite hanger-on. Crewe uses both his identities to solve crimes as an amateur detective.
The only person to know about both of Crewe’s identities is a police inspector who is also Crewe’s friend and who Crewe helps in pressing cases - The Encyclopedia of Pulp Heores by Jess Nevins
And speaking of obvious picks for Supervillains turned Pulp Heroes,
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Assuming I even need to make a case for Kraven the Hunter other than just presenting this cropped panel from Squirrel Girl and in particular the art painted on the Kra-Van, or even just telling you to read Squirrel Girl and it’s take on “The Unhuntable Sergei” (I had no idea most of the people saying “Kraven’s arc in Squirrel Girl is as good if not better than Kraven’s Last Hunt” weren’t actually joking in the slightest and I speak as someone who has Kraven among their absolute favorite Marvel characters, it had no right being that good), I’m going to quote the brilliant Rogue’s Review from The Mindless Ones that lays down in painstaking detail why Kraven could make a killer protagonist in that horrifically over-the-top pulp fashion
One thing that strikes me writing this, is how well Kraven could hold his own comic. There’s always room for a book spotlighting a ruthless, hardcore, gentleman bastard, and Kraven’s raison d’etre makes him supremely versatile, so well suited to any genre, any environment. It’s odd that more writers haven’t jumped on the fact that in a universe where off-world travel is possible – indeed, common – a hunter like Kraven would have a field day. 
I can just imagine the opening scene – herds of weird cthuloid bat creatures grazing in the gloomy green nitrogen fields, bathed in lethal, bone splintering fog, when, suddenly, LIGHT! from above and an unholy bellowing: “CTHGRGN fthgrgnARAAAAAAAAAAAAAAAAAAHGN!”
They look up in fear and then they start to run – ploughing into and over each other, tentacles flailing, as from the space-ship’s docking bay Kraven silently plummets, barely dressed for the cold, a glowing knife smothered in elder signs jammed between his teeth. 
You should have seen him one night previous, sipping alien tokay around the Captain’s table with the other guests, discussing the morning’s hunt; and the way he insulted the Skrull dignitary by forgetting himself and accidentally sporting his favourite piece of formal wear: his boiling unstable dinner-jacket of many colours, fashioned from the hide of one of the Ambassador’s super kinsmen.
Whoops!
Midway through Kraven explaining how the best way to irreparably damage a symbiote is to wait until its bonded with you and then seriously maim yourself, the Skrull decided it might be a good idea to simmer down, while his beautiful Inhuman lover hung on every word.
The deeper I get into this the more convinced I am that the MU’s hunter-killer extraordinaire wouldn’t limit himself to bloody planet Earth. And neither would he limit himself to this dimension, or universe or timeline. The guy’d be just as at home leaping, sword raised, onto the back of a T-Rex in the Savage Land, as he would be ploughing through werewolves in the graveyards of Arkham or tracking a howling Demon across Mephistopheles’ realm. 
He’d work perfectly in all these environments because he has a damn good reason to be casting a bloody swathe through them: wherever there’s big game, you’ll find Kraven.
The next choice I guess is an oddball, but not that much of an oddball if you know already what is my main frame of reference towards Marvel
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I don’t think people appreciate enough that the main reason Shuma-Gorath has anything resembling a fanbase has nothing whatsoever to do with the comics he was in, but entirely because, when Capcom designers had a list of Marvel characters to pick from to work on Marvel Super Heroes, they took a look at the diet Cthulhu and went “gimme THAT one”, and then went all-in in giving the alien squid monster a funky personality along with a great stage and music and animations and all that great fighting game character stuff, and now he’s maybe the most popular Dr Strange villain along with Dormammu and Mordo, despite having ZERO film appearences or major showings in comic sagas.
Capcom's designers redefined Shuma-Gorath from a nebulous cosmic evil into a comically smug cartoon bastard who can rant about devouring all dimensions and souls horrifically while also cracking poses and zingers like “How do you expect to win a fight with only two arms?” and having dinners with Dhalsim or hosting Japanese game shows in his endings, and it kills me that none of this ever made it’s way into any depictions of the character outside of MvC. 
So that’s kinda what I’d go with. I’d take Capcom’s Shuma-Gorath, depower him a bit obviously from his canonical power, and run with the premise of his MvC3 ending where he decides that, well, if he's the unlikely savior of this pathetic planet and these wretched human dogs like him so much, and he’s clearly having a much better time here among them than he ever had drifting among the stars cealessly consuming life, then maybe he can take a break from all that eldritch business and keep up hosting the Super Monster Awesome Hour and maybe fight whatever PITIFUL villains think can take HIS planet. I mean, he’ll probably still end up destroying the planet by the end, but why not give this hero business a try?
Just until he gets his full powers back of course. 
I mean you can’t deny he DOES look pretty good in that bowtie, surely The Great Shuma-Gorath wouldn’t be so unmerciful as to deny these vile wastes of flesh something good to look at in their brief and miserable lives.
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gb-patch · 3 years
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Ask Answers: May 15th Part 1
It’s been longer than usual since our last answer session, so I’m answering a ton of questions today! It’s so big I split it into two parts. Thank you for the patience on getting a response to these.
Thanks for reaching out to us with your questions and kind words ^^!
Sorry if this has been asked before or isn't something you can say but is there anyway for Cove to confess in step 4? I wanted him to confess in step 3 and followed all the steps to make him do it but ended up texting my family instead of Cove at the end.
Yeah, Cove can confess in Step 4!
Hello! I heard that Cove is on the spectrum, albeit undiagnosed. As someone who is ND, this makes me UNBELIEVABLY happy. I literally was brought to tears! Thank you for that!
Out of curiosity, will Cove be diagnosed in Step 4? I have a strong feeling y’all won’t make it a HUGE deal/make it out to be negative, so I’m not worried about that whatsoever! I’m just curious just he’ll off handedly mention it? Or will it just not be touched upon at all (which is ok!)?
Either way is ok, I’m just curious!
I’m happy it made you happy! Admittedly, Cove simply being someone with autism that grew up not being diagnosed was something I included for myself. I didn’t really think anyone would notice or ask about it, aha. But players did start to have questions about his traits, so I started to talk about it outside of the game. It’s great to see it get such a positive response and now I do feel like having it be a non-topic may have been the wrong choice and bringing it up would’ve been good in terms of having positive representation for that. I don’t know if I’ll find a way to mention it in Step 4 now, with how far along the game is, but I am at least thinking about it when originally it wasn’t something I really even considered.
Hey!  Just wanted to say thank you for Our Life.  It's been a bright spot and a needed escape in what's otherwise been a crummy year.  I know you just did a Q&A post but I figured I'd ask anyway.  Was just curious about Step 4.  Will it be similar to the other Steps in that it consists of several different moments or will it just be one long sequence?
Step 4 is shorter than the prior Steps because it’s just an epilogue rather than a full arc of a story. It’ll consist of scenes that all happen in a set row one after the other. There won’t be a collection of Moments to choose from. But it’ll still be very sweet and fun.
¡hola!, you see, first I want to say that I love Our Life! (°◡°♡) and I have 2 important questions, would Cove cry watching titanic? and what is the saddest part according to him? (sorry for my english) 
Titanic would make him cry. He’d probably think the parts showing people who aren’t able to make it to the life boats/are choosing to stay and go down with the ship were the saddest.
Hello, I wanted to ask how much you earn with creating games? Like is it possible to make a living? Thank you >< <3 
How much I earn varies a lot month to month based on Steam sales, Patreon backers, and how many projects are in full production at the time. It’s also hard to say how much I make historically, since that also changes dramatically year by year. But I do earn enough to work on these games full time! I really appreciate all the support that allows me to do that.
Hey!! I was wondering for the 18+ Our Life moment, will there be an emphasis on safety/comfort for all involved? I feel like there  would be just going off of what the rest of the game is like, but I wanted to ask 
Yes! Cove is a nervous boy himself and also super cautious about doing anything the MC doesn’t like, so clear consent from both is absolutely needed for anything to happen. It’s a conversational sexy times Moment with stops/starts so the two can talk about how they’re feeling, rather than a heat of the moment just going for it kind of thing.
Hey!! I was wondering how long the wedding dlc would be? Will it be broken up into moments, or just one big event? 
It’s one long series of scenes all in a row rather than a collection of Moments to pick from. It’s the shortest and the least expensive of all the DLCs. It’s not super crucial to get and those who aren’t into big weddings can totally skip it without worry.
HELLO AMAZING DEVS 👋 i am hopelessly in love with the worst guy ever (jeremy king) and because of this i have a really stupid question: does he really hate people who are nice to him? TvT he’s too cute to be mean to istg it’s a miracle JB held the urge to be consistently nice to him bc just look at his FACE he is so cute! thank you for jeremy’s route it’s so lovely (and awful bc he’s scum 11/10) it gave me so much laughs LMAO i hope you guys have a good day!! 
Haha, thank you. He doesn’t hate them but he’s certainly not pleased with them. Jeremy is either uncomfortable with or annoyed by people being sweet on him, depending on how they approach it. He’s far more comfortable with jerkiness. It lets him relax and he can be himself without it being a problem, since he’s also a jerk. He feels a level of guilt being such a little punk to kind people, not enough to be a better person but still.
Has Cove dated or been interested in someone other than MC? 
Nope! He stays single over the course of the game if he’s not with the MC.
Is Step 4 more mature? Or it's gonna be set in similar atmosphere as Step 3? 
Step 4 is a similar atmosphere as Step 3. Though, it’s actually kind of less mature-topic heavy than Step 3 since it’s just a ‘hey, let’s check in on the gang to see what they’re up to’ style epilogue rather than a story arc with serious issues.
will there be new music for now and forever?? or will the old our life music be reused? 
It’s gonna be a brand new soundtrack. We’ll be opening up a job position for that soon.
Hi, is it okay if we use the assets in Our Life (like the sprites) for fanworks or fan content content, like edits? 
Sure! Just as long as you don’t use the assets made by those artists to make money.
Quick clarification on Step 3 choices: I hope I didn't come off rude (because I LOVE the game, really!!), I was just curious because the intro threw me off at times. For example, you could choose how you felt about Elizabeth in Step 2 (Dinner), but during the Step 3 intro, it says that you got closer to Liz and I didn't get a choice in it. 
For the example, it can’t be helped that you’re closer to Liz in Step 3 than you were in Step 2 because she’s inherently closer to the MC regardless of whether you liked her or not in Step 2. Her feelings are out of your control and the game isn’t so dramatic that you can push her affection away and not let her bond with you, haha. But ‘being closer’ can still be relative. For some people maybe that means you’re best buds now and for others it might just mean you’re not fighting all the time any more. If there’s other parts you want to mention, feel free to let us know.
Did the illustrator for Our Life change? 
We have many OL artists! The main artists who set the game’s style haven’t changed, but there’s multiple other artists who help finish assets.
So Miranda's type is confident and outgoing, huh? So...does that mean Terri's her type?? 👀 
Haha, sorry for the late reply on this. As you might’ve seen in our post yesterday- yeah that is her type.
Hey! First, I just want to say I've really enjoyed how detailed OL got with gender identity and sexuality and how respectful the topics were handled! It's been so wonderful to play since the experiences could be close to my own (I'd be lying if I said I didn't tear up at parts). Second, I was wondering, would future games explore the topic of polyamory? I'd love to see more visual novels allow room for that and I saw you've explored the topic before.
Keep up the amazing work! ♡
Thank you! We do want to include polyamory in at least some of our future projects. Floret Bond, which might be what you’re referring to when mentioning how we’ve explored the topic before, is on hold unfortunately. So right now I’m not sure when something might release or what will be the first game of ours to come out with poly relationships (we might do something else before FB is done). We’ll have see how things ends up coming together.
Hey um. I feel like im not allowed to ask this on the private discord cuz people will yell at me but why is there so much focus on OL2 and not finishing OL1 stuff? I like the new people but i kind of want to finish cove's story and get derek and baxter stuff first. didn't people pay for it? 
I’m sorry, I don’t understand entirely what’s making that situation a concern. There’s a channel in the discord for critique where no one is allowed to comment back. People can voice things they’re worried about without any way for others to push back on it. And the two teams working on the OL games are different. We try to post pretty often about how we’re hiring brand new people to start on Our Life: Now & Forever. The OL1 team is all still working on OL1 like normal. There’s only more updates on the Patreon for OL2 because the expansions to the first game are mostly script-based at this point while OL2 is just starting to get all its art, which means there’s a lot more to show off as previews.
Also, there was a Kickstarter for the first Our Life, if that’s what you mean by people paying for it. But one of the stretch goals was to start Our Life 2 early, before fully completing Our Life 1, so that the new game could be out sooner. It wouldn’t make sense to stop doing OL2 work because that would be going against what backers were promised. Maybe you didn’t get the full story before and hopefully this clears it up!
Hello! I know it's up to every player but.. What is your recommendation for playing order? Did you ever had any timeline  events planned? 
I didn’t make the events with a planned timeline. The events got made simply as I had ideas for them and then I just kind of organized them from left to right on the screen in an order to space out more dramatic ones between more lighthearted ones. Any order the player wants to go with is totally valid!
Hi! It's Step 4 a paid dlc or update? And how long it's planned to be? Ps. Love the game! 
The Step 4 epilogue is free! The Cove Wedding DLC does cost money, though. Those are planned to be shorter than the usual Steps/DLCs.
Will we have options for what sort of job the MC might have by the time step 4 takes place? 
Yeah, you can. It’s not super exact or detailed, but there are options about it.
Is there a pandemic in Our Life world, or is it just in a better timeline with no pestilence? 
Our Life is pandemic-free! That didn’t exist when we began working on the project and it’s not something we’d like to feature in this story now that it has unfortunately come along, aha.
Hi, you said that you can play tic-tac-toe or hangman with Cove in Boating if you're sick/scared but I keep getting tic-tac-toe. Am I doing something wrong?
After being sick/scared you have to continue to be upset/unwell. If you calm down and decide to just chill you’ll end up playing tic-tac-toe.
Hi, GB Patch! Since Lee was initially commissioned to only appear in two Steps does this mean she won't appear in the Wedding DLC? I really like her character so it'll be a little weird to not have our cousin at our wedding, aha.
She is gonna be in Step 4/the wedding DLC after all! We’re still working with her creator to make sure it fits with what they wanted.
Is Sunset Bird based on a real place? Asking for a friend, not trying to move there or anything. 👀
It’s based on small beach towns in So-Cal, but not one specific town you could go see in real life, I’m afraid. It’d be nice if it was real, though.
—– —– —– —–
We released a new FAQ! It answers common questions and we’ll keep adding more to it. Please check there before sending an ask. FAQ   Also, if you prefer to just see the main posts without all the asks/reblogs, feel free to follow our side account instead: GB Patch Updates Blog
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tvitr · 3 years
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uwu I don’t make the ruwules
(Okay fine, reasons/opinions below the cut but be warned! I won’t be holding back on game or book spoilers. Or rambling. This got longer than I anticipated lol)
BETTER IN THE BOOK
Eis “Fireman Sam” Glover: I don’t know what the game was trying to do with this one. I guess he gets overwhelmed by the fire and loses his composure or gets scared or... something?  Also why did he not bring a hose. Or a mask.  This is why so many reviewers thought Wonderworld was a metaphor for purgatory and all the inhabitants are dead I swear. Who cares, the book handled it a lot better. I wouldn’t say it’s perfect, but there’s definitely a good idea here with some interesting themes. The gist is that he feels ashamed following his captain’s orders to retreat during a serious blaze, which his colleagues disobeyed, and his colleagues are later hailed as heroes by the press.  Is Balan the Book trying to take on toxic masculinity...? How brave. Tl;dr, the book conveyed the story a Hell of lot better than the game. Honestly I’m surprised this is the only one.
BETTER IN THE GAME
Haoyu “Airplane Boi” Chang: So the book tried waaaay too hard to draw a parallel between Haoyu and Fiona (aka, Dolphin Girl) to the point that they both share a similar backstory, in that they had a hobby which led to a near-fatal accident and now they’re too traumatised to resume said hobby. And that’s not a bad thing per se but... “near fatal accident” was already Fiona’s backstory. We didn’t need a duplicate. And this is more personal preference, but I kinda liked Haoyu’s story in the game anyway. His failure at building a functioning aeroplane out of crap he found in his garage is endearingly funny in the game, and the resolution of him taking time out to sit down and study before building anything is a nice spin on the whole “if at first you don’t succeed” theme the chapter wanted. 
Sana “Bird Lady” Hudson: So the book decided they didn’t want to make Cal an angry sore loser so guess what? They made Sana an angry misanthrope. Wonderful. Okay maybe that’s harsh, but she definitely came off as very bitter and unsympathetic in the book. Like there’s a scene at the end where she harasses a firefighter and tries to steal a fire engine because they’re working on a building fire and not supervising her park. That’s not a character you wanna root for. That’s a Karen. The game had a better plot thread and resolution to her story rather than a boring cookie-cutter “humans vs. nature grrrr humans are so evil” story, like the game story here had a bit more depth to it and approached the topic more maturely than the book did. Which is ironic considering how hilariously edgy the book gets sometimes, but I guess throwing a few smashed eggs and frozen bird skeletons into your story doesn’t mean anything if you’re still going to paint such a black-and-white narrative.
Iben “Frozen Elsa” Bia: This story didn’t need dialogue. Like... we don’t need her to justify why she’s upset her parents are dead because we’d already assume that. They’re her parents! Of course we’d assume she’d be upset! They died! Simultaneously! That’s horrible! WE DON’T NEED HER TO EXPLAIN THIS! Also her dialogue in the book was... pretty terrible, not gonna lie. Like if you’re gonna insist on dialogue at least make it gOOD. I’m actually planning on just reviewing her book scene so I can fully articulate just how bad it is anyway, so stay tuned for that mess lol.
FINE IN BOTH
I mean there’s not really too much to say here but anyways:
Jose/”The Farmer” having a family in the book gives him a bit more depth, even if we never hear from them again after his backstory dump.
Fiona/”Dolphin Girl” almost drowns in a slightly different way, with a dolphin straight up pulling her mask off rather than knocking it out of her mouth, and the book also goes more into detail about her love for diving and dolphins. Also the book ships her and Haoyu like. So hard. Like they never shut up about how similar they are or what they other’s doing or if the other’s okay or not. By the end of it I was expecting them to just start making out in front of everyone, they’re that obsessed with each other. And it would be funny if they didn’t use this to wreck Haoyu’s backstory like I mentioned earlier.
Yuri/”Bug Kid”/”Is that a Pokémon reference?” is now being kinda bullied for liking bugs, which yeah gives her more depth and reason to be upset but I also kinda related to her just being that One Kid with interests that nobody else had. But it’s not as bad as some of the other changes, so I can let it slide.
Atillio/Clown and Bruce/Old Man are the same, nothing to say here.
Lucy/”The Artist” is a total drama queen but then again so are Art People so I can let it slide. I did like them changing her problem from “artist’s block” (seriously?) to her feeling too under pressure to create masterpieces, unless that’s what the game was aiming for? Oh who cares.
JUST A BIG MESS
Cass “Dead Cat Girl” Milligan: This is a weird one because the story is the same between the game and book (though the book mentions she witnessed a more severe car accident rather than a speeding car which she assumes kills the cat, and the cat isn’t even her cat, it’s a stray) but the story itself is... flawed. According to the book, they wanted to convey the idea that running away from the accident was irresponsible, and she just needed to look back and she’d see her cat is okay, but the game kind of makes it look more like Balan turned back time to save her cat, and the book mentions a serious car crash which I don’t think anyone would willingly return to. I feel there’s a better way to convey this idea of being responsible for your pets, like say her cat escapes from the house and gets lost, and her resolution is going out and properly looking for it. That’s a more effective (and natural) way to relay that message, especially as they weren’t going to commit to the idea of grieving a lost pet.
I’M CONFLICTED
Cal “Chess Daddy” Suresh: God this was a tough call. On one hand Cal’s game backstory is one of the ones most YouTube players single out as the weakest backstory in the game. He’s just “that guy who lost one game of chess”. Being right before Iben’s level certainly doesn’t help. I could honestly write a separate post about how bad the story placements are in this game but that’s too long for here.  On the other hand, I still... kinda like it? Like I like this idea of him being a sore loser with a bad temper who needs to learn some humility, sure it’s not as serious as “I almost drowned” or “my parents are dead” but one of the few good things about the game is that it balanced “serious” stories with “benign” ones, if that makes sense. HOWEVER His book scene is... probably one of the best written in the whole book. Which isn’t saying much, but it felt like it hit the intended degree of darkness that the rest of the book was trying to hit. One of my main issues with the book is how much it edged up everyone’s backstory, which doesn’t sound bad but when you have 12 characters with edgy backstories to sit through, it starts to feel like a 14 year old's first attempt at writing an angsty fanfiction very quickly. And yes, Cal’s story is dark and angsty but it felt like the perfect balance of dark and angsty. Or as perfect as the book can get. Like even Balan’s annoying rhyming dialogue sounded good for the tone of the scene. Man maybe I should just do a review of both his backstories in a bigger post.  Obviously I could be biased because I’m a sucker for chess aesthetics and dark skinned men with long permed hair so I’m just putting more thought into him but still.
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lucky-dreamfisher · 3 years
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Queer Subtext in The Illusion of Living - Part 5/5
It’s time to address the elephant in the room: Henry.
Joey tries very, very hard to ‘no homo’ his relationship with the man:
“His presence was helpful, I can happily admit, but his absence was even more so. Not having him at the studio ended up being one of the best things that could have happened to it. Of course, the funny thing is, I couldn't have not had him without having him in the first place. Just like you can't appreciate the light if you haven't spent time in the dark, so too does a person's absence become clear only if he has been around.” TIOL, page 154
“A letter from Henry. You might not think I'd keep such a thing, but I do. I have no ill will toward the man as you know. Him leaving, as I said, was the best thing that could have happened to the studio. His letter reminds me of that.” TIOL, page 218
The lady doth protest too much, methinks.
The only hint we get regarding Joey’s true feelings for Henry is the following note by Nathan:
“NateA: Joey has always been a professional person, far more so in many ways than me. That is why this section of the book is so forgiving of the man who abandoned the studio he helped create. Joey can't help but see the good in people. That being said, as a good friend of Joey's, I know that Henry's departure was a great upheaval for him and a great personal betrayal. Joey never truly forgave Henry, and I don't think he should have felt obligated to. The fact that Joey is so gracious in this part of the book is a reflection of his incredible generosity in allowing Henry Stein to be stainless in the eyes of history. I think, had he lived longer, Joey might have in later years called it his greatest illusion.” TIOL, page 155
I’m very surprised by the harshness in Nathan’s tone here. Especially since Henry appears to believe that he and Joey have parted on good terms, and Joey admits that they have continued to exchange letters for a while after Henry’s departure. We’ve also seen Henry’s note to Joey in the game, and it comes across as warm and supportive:
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It really doesn’t sound like anything ugly happened between him and Joey. So then why are both Joey and Nathan convinced that Henry is a monster?
While I can believe that Joey is pathetic enough to consider anyone who slights him his worst enemy, Nathan comes across as a more level-headed person. So for him to voice his approval for Joey’s petty grudge must mean that he knows something that we don’t. But what could it be?
Honestly, nothing else comes to mind except for romantic heartbreak. It’s the only thing that could justify a man holding such a deep grudge for so many years. This isn’t Joey’s first friendship that grew apart over the years - his army friends have moved on with their life as well. It’s a normal part of life and there’s nothing in TIOL that would suggest Joey is unable to cope with that. We also know that the studio did fine for quite some time after Henry’s departure, so it’s not like Henry left Joey deep in debt. Henry wasn’t even the only animator at the studio:
“When the studio opened I surrounded him with artists of all skill levels, and the Writing Department had its own de facto leader in Mr. Hemmings, and so the whole of Creative was well managed for that first year of the company before I had to part ways with Henry.“ TIOL, page 155
And so we’re left with only one rational explanation: that Joey isn’t so much hurt by Henry leaving his job, as by the fact that Henry left specifically for the sake of his marriage.
Try as I might, I found no reference to Linda in TIOL. Even though Joey claims to have been friends with Henry for many years, he makes zero mention of ever having met Linda. While there are some hints that Henry wasn’t yet married to her at the time when he and Joey opened the studio together (such as the fact that he claims he hasn’t seen her in “days” even though he presumably slept at home, implying that he and Linda weren’t living together at the time. A shopping list among his notes in the Handbook also suggests that he cooked his own meals, which would be unusual for a married man with a demanding job), the two were already a couple by then, and must have known each other for a while already. Surely, as Henry’s friend, Joey would have met her?
Even when talking about Henry leaving, Joey uses a cryptic language:
“Henry left for his own reasons, and the correspondence between us became less and less. To be honest, it was almost like a weight off when he left. He had grown more sensitive as the studio became more successful and giving him pep talks had become exhausting for me. All the good qualities he brought, the hard work and diligence, were being undermined by a restless need for something different. Something that wasn't Bendy. I will never understand that drive. Bendy was and is perfection.“ TIOL, page 177
In DCTL Norman claims that Henry left to spend time with his wife. Why doesn’t Joey say that? It doesn’t make him look bad to admit that an employee left to enjoy a quiet family life. It’s almost like he refuses to acknowledge Linda’s existence at all. Like it’s too painful for him to speak of her.
Perhaps the “personal betrayal” that Nathan is referring to is related to Henry choosing a real family, over the “studio family”, and the possibility of having a real child, as opposed to a fictional one?
The symbolic image of Bendy as a child shows up multiple times in the game: for example the drawing from Henry appears to depict Bendy, Alice and Boris as a happy family, with Bendy holding onto their hands like a child would:
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There’s also Alice using a womb imagery to describe the ink machine:
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And of course, the final monologue is centered on Henry’s choice to pursue a family:
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That monologue is very interesting if we assume Joey to be gay. Because a gay man would never have been able to follow Henry’s road. Gay!Joey could never choose to have a real family with a man he loved, because that option was denied to him by the homophobic society he was living in. The studio is the closest thing to a family that gay!Joey could ever hope to have. 
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And evidently, that was not enough for Henry.
If Joey’s indeed gay, that must have felt incredibly unfair to him - knowing that he had no chance of happiness in marital bliss from the start, through no fault of his own. This would explain his desire to create a real, living, breathing Bendy, no matter the cost, just to prove to Henry that Joey’s “child” can be just as real as the one Linda could give him.
“Bendy was Joey's child, and he felt just as strongly about Bendy as I feel about my flesh-and-blood son.“ TIOL, page 2
This idea of an illusory choice very much resembles the choice between the Angel Path and the Devil Path in Chapter 3. It’s the only choice that Henry ever gets to make in the game, yet no matter which way he chooses, he still ends up in the same corridor. Some of the golden messages highlight his helplessness:
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The symbolic meaning of the choice between the Angel and the Devil also shows up TIOL. There’s a scene in the book, where Joey writes a play about an Angel and a Devil fighting over the soul of a human man. Eventually, the Devil confesses that he doesn’t want the human to make his choice, because then one of them would have to leave. The play was supposed to end with the man making his choice, but according to Joey they lacked a third actor, so the ending was never played out.
I believe that the play is symbolic of the relationship between Henry and Joey, specifically with regards to Henry choosing a relationship with Linda over his friendship with Joey.
There are several reasons that lead me to believe this:
The human in the play making a choice between the Angel and the Devil is reminiscent of Henry choosing between Devil Path and Angel path in BATIM.
The play highlights that the Devil is on the left side of the human, while the Angel is on his right side:
“ANGEL: Spending my time with a devil has been an enlightening experience. Working with you over these years with you sitting on that left shoulder, so far and yet so near, all our debates, they were invigorating for the spirit. 
DEVIL: I won't miss you! Fighting all the time, trying to trick you into agreeing with me, trying to push you off that right shoulder of yours. The violence and the anger. I won't miss it at all!”, TIOL page 89
Much like the Devil Path is on the left side in the game, while the Angel path is on the right side:
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The Devil is obviously a stand-in for Bendy. Joey even dances on the stage at one point, and one of Bendy’s nicknames is “The Dancing Demon”. Joey also claims that the Devil from the play was an inspiration for Bendy:
“Let's start with the basic idea of a cartoon.You need a main character. Someone who has adventures and who the audience relates to." I did. I needed that. I needed a character who didn't just reflect the general population back to itself, but a more exciting version. I had no interest in moralizing, besides I didn't think moralizing was particularly realistic. People don't see the world as one populated by do-gooders. I thought of the angel in my play. She could never be a lead character. The devil on the other hand…” TIOL, 165
The fact that Joey claims the ending was never played out is strongly reminiscent of the missing ending of the Tombstone Picnic
It’s possible that Joey is lying about the ending not having been played out, to hide Henry’s role in the success of the play, much like he removed his part in Tombstone Picnic. After all, what would be the point of writing a play for 3 actors, when you only have 2? Why not ask someone to play the 3rd?
Although the play itself is centered more on the relationship between the Devil and the Angel, rather than their relationship with the human, there is still a strong queer symbolism in the play:
“Abby shifted nervously next to me the whole evening. She was in a dress for the first time in a long time, white and soft. I was pleased she'd come in character. For my part the only red thing I owned was a garish bow tie, so that was all I was able to contribute visually.” TIOL, page 82
The angel is played by a woman, who usually wears men’s clothing, but of course, the Angel being a symbol of Christian values couldn’t possibly be portrayed breaking the gender norms. She had to wear a dress, though Abby is clearly uncomfortable in it. She’s essentially performing heteronormative feminity. Next to her we have Joey as the Devil, dressed in a red bow tie, which as I’ve mentioned in the first part of this analysis, used to be a symbol of homosexuality. 
This contrast between the uncomfortably heteronormative Angel and flamboyantly queer Devil is striking. It’s also very much in line with the views of the society in the 1920s. For something to be the symbol of purity and goodness, it has to be heterosexual, and the Devil is queer, because he’s also the symbol of sin.
That symbolism could be indicative of Joey’s own internalized homophobia. Back in his army days, his friends used to bully him for breaking gender norms. Joey likes to present himself as the hero, who was easily able to outsmart the bullies, but many of his later remarks in the book and in DCTL show that some of that attitude has left a deep mark on him.
The symbolism could also be intentional. Joey boasts about having personal ties to Noel Coward, a real life gay playwright, who was known for his many affairs with men, and for putting an ungodly amount of queer symbolism in his works:
“The old woman took a liking to me, and she was nice enough. Besides, her connections were incredible. She knew everyone, she even had the playwright Noel Coward come to stay with her whenever he was in town.” TIOL, page 144
There’s a lot of evidence pointing to the play being symbolic of Henry’s choice between his relationship with Linda and with Joey. But it’s also symbolic of Henry’s choice between Bendy, and a real child. The studio family, and a traditional family. Heteronormative relationship vs a queer relationship. 
Although there’s no indication in canon that Henry might be bisexual, he doesn’t need to be. The game has beaten into our heads that the “choice” is an illusion. Henry was never going to choose the Devil, or at least that’s what Joey believes. Although we’re never told what choice the human in the play was going to make, we’re told that he was supposed to be dressed in white, which suggests that he chose the Angel. 
“(The door stage right opens. A man all in white enters calmly and chooses a seat, brushes it off carefully and sits. He takes his hat off and holds it gingerly in his lap.) (Quiet.) (Curtain.) THE END” TIOL, page 91
That might be why the Devil in the play confesses that he doesn’t want the human to make his choice, fearing that one of them will have to leave once such a choice is made:
“DEVIL: You think he has made a choice? 
ANGEL: It is possible. 
DEVIL: Do you think he might be all bad? 
ANGEL: I hope he is all good. 
DEVIL: If he is all bad, my job here is done. If he is all good, you can go home. 
DEVIL: Strange. If we win we also lose. You would think that would be something I would find delightful. 
ANGEL: You would think I would love to make such a personal sacrifice.” TIOL, page 89
The line about a “personal sacrifice” is very interesting in this context. The Angel and the Devil clearly care for each other and for the human, and don’t want their relationship to come to an end. Though the Devil in the play seems to make gestures that the audience interprets as romantic in nature, Joey insists that it isn’t the case:
“I leaned in and placed a hand on Abby's knee. There was a gasp from someone in the audience, but I knew Abby wouldn't be flustered by it. That wasn't the nature of our relationship.” TIOL, page 89 
It makes me wonder if perhaps Linda and Joey used to be friends at some point, and both competed over Henry’s attention.
There’s a much overused trope in fiction where two men compete over a woman, which ends up ruining their friendship. It would be really interesting and subversive to see a man and a woman competing over a man instead.
EDIT: I can’t believe I forgot to add this part:
"Joey, thanks for coming," said Henry, approaching from behind us. I turned to look at him He had dressed up for the event but every item of clothing looked slightly wrong. The sleeves of his shirt a bit short, his vest a bit long, his tie askew. He smiled, though, with such confidence that I couldn't help admire him. I still do.” TIOL, page 160
Joey fell for Henry’s smile, how romantic!
“We watched in silence as he worked. Despite his lack of genius, to this day, I will always say that watching Henry work was a real pleasure.“ TIOL, page 173
“It's fascinating. Henry was never the showman like I was. He didn't tend to be easily remembered by those who met him when we did business. I was invariably the face of the company, the one introduced first at a gala, the one to whom people slipped their business cards.Yet in the end he ended up setting up camp in this small corner of my memory. I can't deny that he is tied to the creation of Bendy, to the creation of the studio itself. That at one time, in one small apartment, one too warm evening, we had shaken hands. That once upon a time we had been partners. He'll always be there, in the dark recesses of my mind. Always linked to me that way. Funny how the forgettable man is now forever in my mind” TIOL, page 177
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ut-poppy-askblog · 3 years
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Welcome, potential reader, to the FAQ post! This post was made for the purposes of making the FAQ more easily accessible to mobile and desktop users alike.
Who are the people behind it?
@fmsdraws - Poppy Creator. Main writer, Artist, and Composer.
@dokudoki - CORE!Frisk, Mr Asgore, and Omega Timeline Creator. Writing assistant.
@lolika-0777 - Monarch Chara, Undercore Frisk and Ucans creator. Writing assistant.
@g0at0ad - Cadence's creator. Writing Assistant
Dihze - Dusted Frisk and Rust creator. Writing assistant.
@cubicsimulation - Writing assistant.
Cerulean- MTT Frisk creator, writing assistant.
@ajdoodle and @numberonephantompizza1 - Writing assistant.
@superkirbylover - Marlette Creator. Art and Writing assistant.
MrkySpices - Art Assistant
What is this project about?
Refer to the masterpost
How am I supposed to read this?
Read both the Story Masterpost and Asks.
The Story Masterpost is pretty self explanatory.
The asks have been the main content of the blog, and sheds more light on the world, story, and characters, even if the askblog aspect is not canon to the story itself.
This blog is basically 60% askblog, 40% story content.
What do you use to make Poppy's Story?
Clip Studio Paint for comics and sprites.
Paint.net (not a link) to answer asks/sprite as well.
FL Studio 20 for music making.
Adobe After Effects for video making.
Gamemaker Studio 2 for cutscene/game making (using the proprietary Poppy Buys Milk engine for the animated videos currently)
What is the Omega Timeline?
If you aren’t aware, the Omega Timeline (created by dokudoki) is a safe haven founded by CORE!Frisk thousands of years ago to house people who have been left with no home to return to, although it’s not exclusive to them; people with no such issues often come to hang out and relax.
If you wish to know more about the Omega Timeline, you can learn more by checking this AU Wiki article made by Doku herself!
Is this THE Omega Timeline?
No. You are not forced to follow how this AU portrays the OT. Obviously how everyone sees the Omega Timeline is different, there isn’t a canon version of the Omega Timeline.
I base the OT heavily off of my experience in the Omega Timeline’s Official Roleplay server, and my years of roleplaying in it, but there will be discrepancies.
Are you allowed to use the Omega Timeline and CORE!Frisk?
Yes, and all CORE!Frisk writing is generally looked over by Doku before. It still doesn’t make this OT the “canon” one, though.
Is Poppy canon to [X]?
To the main cast? Yes. Everything else? Most likely not.
You won’t see Inverted Fate Papyrus mention that he fed Poppy a plate of science spaghetti in that comic.
Poppy’s Story takes place in its own continuity separate from everything else, following its own rules and events.
AU cameos do not mean that that specific character went to the OT in their canon, it just means some version of them did. The very nature of this continuity would snap several narratives in half if their appearances were canon.
On the other hand, if Poppy characters cameo in anything, then it's most likely a non-canon cameo.
TL;DR: nless explicitly stated otherwise by both parties, take any AU appearance with a grain of noncanon salt.
Can [X] AU appear in OT:PS?
Cameos? Probably so. But being a part of the main cast is carefully chosen by yours truly.
You can, however, submit an AU here and I’ll consider it for backgrounds.
Are there any ships?
There's only been charisk thus far. If that is uncomfortable for you, I understand.
Are there any TW?
I'm not entirely knowledgable on the matter of TW, I'll add to the list as I am told:
Guns
Can I make a take/AU of this?
I'd honestly advise making your own story with the OT as a setting. It is a concept you could retell through the eyes of different characters basically forever.
The circumstances that led Poppy to be as it is are sincerely so specific, changing one factor would unravel into a new story with potentially a new cast.
I know I can’t stop people, though, so if you wanna specifically make a full blown OT:PS AU, you must:
- Link back to the original blog.
- Be responsible with it.
And, if you wish to use Poppy characters in your AU project, I’d like to be asked beforehand so I can relay to my friends.
If you want to just make, say, a fanfiction based on the canon story, or a one shot and whatnot, don't worry too much.
Can I make fanart/music/etc.?
Of course! Just be sure to @ this blog, or else I won’t be able to see it. Or use “#ot poppy fanart”
Please do not do NSFW content of this blog, I do not approve.
Can I comission people / Be comissioned to make art of the characters?
Sure, I don’t see why not. Just don’t sell the characters in merchandise.
Can I RP the characters? with the characters? In the blog?
You cannot roleplay the characters, with the exception of CORE!Frisk, who doku allows people to roleplay with.
Depends if I know you/like you, but I don’t really do roleplay here. I’d be up for doing something like a comic collab tho.
DM me if you wish.
Can I dub the comics?
Sure! But as a general rule, if you’re only slapping the comics on movie maker and talking over it, please do not monetize it. Anything else is okay.
Can I translate the comics?
Sure! I don't intend on making any translations given the sheer scale of the project, but DM me about it if you have any questions about what I wrote. I speak spanish myself.
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hopeshoodie · 3 years
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Ok so in light of the Independent article (see my tag #fusebox layoffs for more info), I’ve been trying to piece together the sequence of events that lead to FB Going to Shit™. 
All of the below is based on articles, tweets from the staff, and dates from screenshots. Especially with the Matchmaker stuff, I’m using the dates I personally accessed the stories- that might not be accurate to when they were actually released to an international audience, just when my phone updated the app. In hindsight, I’m not a great person to do this because I have a shit memory and don’t keep receipts, so if you have any corrections PLEASE lmk either in the dms or replies. 
In sum, the timeline appears to be:
1. Key players left Fusebox in early 2020. 
The one that people are probably most familiar with is David Gallopim, one of the artists who helped define the S2’s distinct style, leaving sometime before March 2020. He seemed to indicate that there was conflict over the new art style of S3, and released assets he’d designed of Harry in his own style (notably way prettier than Harry looks in-game). 
But probably more important to the direction of the company, Michael Othen, one of the co-founders and former CEO, left in July of 2020 (I had thought it was earlier in the year but according to LinkedIn it was July). It’s much more unclear why he left, but it’s notable because he was a huge force in making the game inclusive of LGBTQ characters. 
So all in all, not a great sign when employees who had a huge hand in creating the content and direction of a game that defined its success jump ship. Especially after the game was seemingly hitting its stride, with the host of Love Island (the TV show) doing a sponsored Let’s Play of S3 and projects in the works like Boat Party and CMM.
2. It seems like Fusebox‘s CEO/executives hired new management, either in 2020 or early 2021. Employees complain that the executives don’t understand what it takes to make a game and are pulling the studio in the wrong direction. It’s unclear if the newly hired execs had experience. 
Wil Stephens, the CEO/founder, has been with FB since its inception but also appears to have only founded game distribution ventures and not worked in any development or employment capacity. If that’s the case, maybe the complaints about lack of experience/knowledge about the mechanics of making games work are about him. If not, then some of the newly hired execs would likely be to blame. 
Paul Virapen, COO, was brought on in November of 2020. He’s worked with Disney’s gaming division, Big Pixel studios, Wooga. The quality of that experience is dubious since he headed up the ‘let’s make apps for Apple watches, it’ll be the next big thing’ department… Lol. Notably also, all of his roles had been in the executive/managerial realm, not the development teams, so the complains might have been about him. THIS IS SPECULATION, but I’m willing to bet that Virapen was a if not THE driving force in switching Fusebox’s focus entirely to matchmaker. All the studios he’s worked with have primarily produced and promoted Match 3 games, and he has a background working with big studios that produce games for large international audiences, not small studios making narrative games for limited audiences.
A new Manager of Finances, Ruth Erskine, was brought on in December of 2020
Rob Goddard, a new producer, was brought in January of 2021
Several key operations positions were filled by existing employees being promoted to management- 2 as far as I can tell. But as a whole it seems like December 2020 was a huge shift in leadership for the upper management while a lot of the other teams expanded but kept their old players as well.
3. At some point in late 2020- mid 2021, the executive team made the decision to switch LITG’s focus from a narrative pass-based game to a Match 3 incorporating romance narrative cut scenes. In early 2021, Fusebox teased more content to come while releasing S3 (seemingly referring to Matchmaker and not S4). In the interim between S3 endings and Boat Party’s release they put out an interview confirming the new game will be Match 3 but did seem to indicate that the plan at that time was for Matchmaker to be a side project with a different development team and not replace the main game. Notably, the LITG writers and artists were reassured that their roles will continue to exist (according to the independent article) as they’re working on S4.
3. In September of 2020, Matchmaker became briefly available in the US. That’s when I first downloaded it, at least. It would be added/removed from the google play store multiple times before having a unilateral release in July of 2021. 
Throughout 2020, Matchmaker is available to Asian audiences solely with LITG S1 getting rolled out in incremental updates. 
Eventually, Beanie Quinn is released (March 2021)
LA Noir is released (May 2021)
Seduction Games is released (late May or June 2021- I got the update and played it June 3rd, but hadn’t opened the app for a month or so. It might have come out before then, which is unfortunate for this timeline since it’s so inextricably linked to the open letter and layoff dates)
LITG S2 is released (only like 20 levels of it) the same month- June 19th for me. Notably, all of these stories are only released to an international audience, with the UK and USA still not having access to the app.
4. At the same time, Fusebox’s internal affairs are pretty quiet from 2020-2021, at least on social media. 
S3 comes out in 2020, Boat Party comes out later in the year and finishes in 2021. Post S3 in October of 2021, a survey goes out gauging player interest in new art styles and representation, which was pretty in keeping with past actions and seemed promising for S4. 
Boat Party features a promising cross promotion implementing irl brands into the game. It’s unclear if enough money was made from this on FB or the sponsor’s end to make that strategy viable, but that might’ve impacted management’s outlook for the profitability of LITG.  
Fusebox teases more content for the summer on Instagram, and then follows up and confirms it’ll be a proper season.
5. More key players leave in early 2021
Ed Sibley is still listed as Narrative Direction on LinkedIn, but he’s not credited as a writer on Season 4 (he was on 3,2,and 1) and started work with NetSpeak games in May of 2021, so we can assume he left around then or at least transitioned away from Fusebox then.
Fred Francis, another writer who had been on the team since S1, turns in his resignation ‘weeks’ before the layoffs were announced in late June. So we can assume he made his exit sometime early June or late May.
6. Prior to the release of Seduction games in May/June, staff expressed concern about the biphobia in Seduction Games. No sources have given a specific time when this took place. They were reassured that the problem would be corrected prior to release, but then the story was released as is to an international audience in June. The article released by the Independent is unclear- there might have been discussion prior to the open letter where staff expressed concerns and then were reassured before the game going live. OR the open letter might have been the first expression of concern by the staff. I tend to think the former, and the open letter was a response to Matchmaker going live with Seduction Games anyways, but I have no proof for that. On May 24th, 31 employees sent an open letter of concern regarding the problematic content in Matchmaker. This letter isn’t public, so we don’t know the scope of the employees' concerns or who the employees were.
7. To resolve the situation, a meeting between the staff and at least the COO (likely more than just him though) was held sometime after May 24th. Allegedly, Virapen was disrespectful to the employees who had questions, refused to answer, and ended the meeting early before any resolution was had by closing his laptop and leaving the room. At least 4 HR complaints were made in the wake of that meeting, we do not know the nature of those complaints. 
8. Some time mid-July (maybe July 26th? A writer tweeted about their job ending soon on that date), employees were made aware that the LITG app would move into ‘sunset mode’. It’s unclear what was communicated, but it seems as though S4 will be heavily delayed or cancelled altogether and no future seasons would be made. Writers begin to post about looking for work on Twitter
9. June 30th- The majority of Fusebox writing staff announce on twitter they’re out of work. In addition to the entire writing staff, unity engineers and producers are also let go.
10. July 5th - Fusebox executives respond to an article by MCVUK with a statement asserting they were “consulting with [their] employees on a proposed change to its business model” that would focus on producing Matchmaker content. They also expounded that the move was to secure “cash injections and and continued support from respected investors across the media and gaming industry”
11. July 6th- Fusebox announces that S4 will be delayed from the summer release date and that there is no fixed release date. 
12. August 2nd- three jobs are posted to Fusebox’s careers page on their website, one being Head of Narrative Content. In the job listing, it specifies that they’ll be maintaining existing properties as well as new ones, and that because of the co-development model (re:fusebox outsourcing Matchmaker to another studio) the new Narrative Lead must collaborate with external content creators.
Hopefully posting this timeline gives players a better understanding of how radically Fusebox has changed in the course of 2021 (and how royally they screwed over the people who made LITG what it is). Again, please let me know if you have receipts showing dates are different or things to add. 
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magnoliainthemaking · 3 years
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We're going to develop a fan-made Season 4 for H2O: Just Add Water! Here's how you can help.
(For the Google Doc version of this post, click here.)
H2O: Just Add Water: Proposal for Fanmade Season 4
Background on the Series
The 2000’s were an early breeding ground for teen dramas. There are bound to be millions of twenty to thirty year-olds who can recall the rapturous tales of Buffy the Vampire Slayer, Veronica Mars, the Gilmore Girls, and a whole slew of live-action, plot-heavy shows that appealed to its adolescent fanbase. And while most of these television series have either been immortalized as cinematic classics or revived for more hijinks, there are a few stories that have slipped under the radar of internet nostalgia, survived only by its compact, yet dedicated fanbases.
The particular show that I am referring to is one that you may or may not be familiar with, as it was passed around a number of networks since its inception in 2006. If you do recall it, odds are that you’ve either repressed the memory of this show altogether up to this point, or you still periodically binge the show to see if it still holds up.
And yeah, it does, as evidenced by the 1,500 members that still frequent its Reddit page and the plethora of posts that you can find on Tumblr. Heck, there’s a thriving Discord server that boasts about 160 active members.
The series that I’m talking about is none other than H2O: Just Add Water, an Australian fantasy drama series that aired from 2006 to 2010.
Now, anyone in the TikTok community will probably recognize the memes that spawned from this show, and in that way, its cultural impact has already been secured. But fans of the series will tell you that H2O: JAW is much more than jokes about condensation or exaggerated Australian accents.
It’s the budding story of three teenage girls who, after a bizarre, chance event, become mermaids whenever they come into contact with water. This presents a number of unique challenges for our female leads as they learn to accept their aquatic developments and grapple with keeping the secret under wraps. Eventually, the girls become closer to one another, combatting new threats using their powers and unravelling the mysteries of Mako Island, the isle where their journey first began.
The second season was supposed to be the final season of the show, but it was brought back for a third season by popular demand, a last minute decision that unfortunately did not work to its benefit. Season 3 did add some interesting lore and character development to the series, but it suffered from the absence of beloved icons and also created unnecessary conflicts between characters to make up for a lack of preplanning. As a result, the conclusion of the series was very bittersweet.
Several fans have taken their grievances online and have voiced their support for a continuation of the original show- one that would ideally resolve some of the core complaints that audiences had with the finale. These desires had not gone unnoticed by the production team who, in 2013, created a spin-off series called Mako: Island of Secrets. The four-season Netflix show featured an entirely new cast of characters and settings and branded the series as a new, separate adventure from the likes of Just Add Water.
Yet, this show didn’t offer the closure that many fans craved. Even though the series was received well, its ending in 2016 didn’t spark the same public response as its predecessor. It wasn’t just a snippet of the universe that the fandom wanted. It was the fantastic array of characters from the 2000’s show that made the series special. A continuation of the original series felt like the most authentic outlet for replicating the magic that was H2O.
The elusive Season 4 that fans have been pining for is seeming less and less likely as the years pass by. 2020 marked the ten year anniversary of the end of Just Add Water, and in that time, the actors and actresses have moved on to do bigger, better things. They have grown up, established families, and pursued much more prospective career ventures that should be celebrated and respected by the fanbase.
Yet, that doesn’t mean that the fans can’t continue the story themselves.
Origin of Concept
Remember the Discord server that I mentioned? Let me properly introduce it to you.
The Fish Girlz server is hosted by a number of avid fans of the show, many of whom are committed to analyzing H2O lore and developing projects based around the show’s premise. (There’s even a game in the works, and it is looking really fricking cool!)
Anyways, in April of 2020, a few server regulars began discussing what they would have wanted to see had the show been renewed for a fourth season. Some great ideas were tossed around, which prompted the user yetAnotherUser and I to consider what it would take to make a fanmade fourth season a reality. Obviously, live-action was out of the question, as it would be way too expensive and unrealistic given that we are all internet strangers without a production budget or professional swimming experience. Then the conversation shifted to animation, which seemed much more plausible.
The Plan
And so began our initiative- recruit other H2O fans with expertise in script writing, voice acting, sound design, storyboarding, animation, visual effects, and editing so that we can make this project possible. We’ve subdivided this project into various phases to ensure that different objectives are met during each key period of development.
If all goes according to plan, the pilot episode of this fan made reboot would enter post-production in September of this year and be published on Youtube sometime in 2022.
The pilot would take place a few months following the original conclusion of the series, with most if not all of the original characters returning for the season to defend against a new threat to Mako Island and its inhabitants. The plot will also focus on granting closure to characters and plot points that were left to collect dust for the past ten years, and will pay close attention to the fanbase’s wants and wishes.
For Phase 1 of the project, we are seeking out scriptwriters, revisionists, and concept artists for the pre-planning stages of development. If you are interested in joining the team or have any questions, feel free to DM me at Quarilaie#3085 or co-creator yetAnotherUser#3117 on Discord. And while you’re at it, be sure to join the Fish Girlz server! It is definitely worth your time if you are really invested in the show.
Deadlines for joining the project will be announced shortly on the r/JustAddWater Reddit and Fish Girlz server.
Thank you for reading, and stay snazzy!
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therealsaintscully · 3 years
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Mary and butterflies - the inevitability of death, murderous calling cards and collectors
Some ramblings with links to other people’s excellent meta, in which I suggest that butterflies (and/or moths) symbolize Mary as Moriarty’s reincarnation and or calling card, while also hint at her inevitable death.
Disclaimers: credits are below the cut. I’m not an expert in any of these topics. Thank you, @thewatsonbeekeepers​​ for the beta. In this post I’ll be using moths and butterflies interchangeably, apologies to any entomologists.
Mary’s appearance in the show brings with it new imagery we haven’t seen prior to The Empty Hearse - butterflies. Once Mary’s in the picture, there are butterflies in some very strategic locations, all are either visually or subtextually leading to her. The show has done that previous to season 3; Moriarty is connected to some well established symbols like magpies, apples and IOUs. 
When I first started reading meta I used to think these themes were a bit of a stretch, but I’ve since accepted  that this is a show that puts barely noticeable phoenixes in a restaurant scene that shows us Sherlock rising from his death.
Here are some of the butterflies I spotted so far:
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Butterflies (and in the case of this piece of meta, moth) symbolize most commonly resurrection, change and renewal. Behind the symbolism stands the transformation of a small, ungainly creature into something full-grown and unbound. In that case, in the simplest way, one could argue that butterflies were chosen to symbolize her because the ‘Mary Morstan’ persona was a stillborn’s identity that was stolen and used ‘reborn’ to create a new person.
But more than this simplistic idea; butterflies carry multiple symbolisms. When it comes to Sherlock, I and many others tend to look at Victorian symbolism, considering the detective’s Victorian roots. 
I find the appearance of butterflies interesting in Mary’s context, much like I find the skull interesting in Sherlock’s. The skulls, in Sherlock’s case, serve plenty of purposes, but one of them is the idea of memento mori.
Memento mori (Latin for 'remember that you [have to] die') is an artistic or symbolic reminder of the inevitability of death. These are representations that can appear in any form of art such as paintings, literature, poetry etc. It’s a concept that existed in many ancient cultures but is also deeply rooted in early Christianity. It serves to remind people of the inevitable; that even if we choose to ignore it, not think about it, it’s always there lurking, and the purpose is not to scare us but to encourage us to make good use of our time when we’re alive. Memento mori was the philosophy of reflecting on your own death as a form of spiritual improvement, and rejecting earthly vanities.
Victorians were obsessed with the concept (weren’t Victorians obsessed with everything?). They would take photographs of the dead and keep locks of hair of those who died in mourning brooches. It is said that they found these practices comforting. 
Another expression of the ‘remember that you must die’ concept was vanitas art;  vanitas is a symbolic work of art showing the transience of life, the futility of pleasure, and the certainty of death. The Latin noun vanitas (from the Latin adjective vanus 'empty') means 'emptiness', 'futility', or 'worthlessness', the traditional Christian view being that earthly goods and pursuits are transient and worthless. It alludes to Ecclesiastes 1:2; 12:8, where vanitas translates the Hebrew word hevel (הבל), which also includes the concept of transitoriness. 
This concept reminds me, most especially, of the skull used in The Abominable Bride, which is actually Charles Allen Gilbert's 'All is Vanity' Illusion art.
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Back to butterflies - butterflies are a staple component of vanitas art - paintings executed in the vanitas style were meant to remind viewers of the transience of life, the futility of pleasure, and the certainty of death. They also provided a moral justification for painting attractive objects - in a way, it’s a justification for the vanity, or the human need of enjoyment of beautiful things.  Below is a vanitas by Jan Sanders van Hemessen:
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But butterflies are also considered an omen of death: 
“Butterflies and moths were associated with death, sometimes merely as omens, sometimes as the soul or ghost.” These butterfly omens came in many ways.  For example, in the nineteenth century United States, some people thought that a trio of butterflies was an omen of death.” [x]
Oh.
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But I also think there’s more to the butterfly symbolism than Mary’s imminent death; I suggest that, in keeping with @loudest-subtext-in-tv​ M-Theory (suggesting that Mary was planted in John’s life by Moriarty), they symbolize Mary as Moriarty reincarnated following his death in TRF. That Moriarty had indeed not disappointed Sherlock - there was a posthumous game after all! That Sherlock was supposed to understand that while one form of Moriarty died on that roof, another had emerged, continuing the mission of burning Sherlock’s heart. Mary is Moriarty’s calling card, left behind in the crime scene. They’re different, but not separate, which is why Sherlock is so obsessed with Moriarty between HLV-T6T; he’s both wrong and correct at the same time.
So far, what I’ve suggested is that in Sherlock, skulls are Sherlock’s symbolic memento mori - the skulls are associated with Sherlock in some very significant ways. 
However, Mary’s character was doomed from the start - she dies during Sherlock’s hiatus in ACD canon. I believe many fans assumed Sherlock’s Mary expected the same fate when she was introduced to the show. Although the story of Samarra is told by Sherlock, who expects his own death in T6T, Mary is the one who ends up dying. 
Butterflies in ACD canon
Searching for the significance of butterflies in the ACD and BBC canon led me to a number of interesting directions in meta written by others. 
The first and probably the best place to start is this meta post by @tendergingergirl​​, which I strongly suggest you read in full: Butterflies, Sexual Deviancy & The Bloodline Theory in The Hound of The Baskervilles. 
Stapleton also has a hobby. He collects bugs…Butterflies, to be exact. This can often be seen as purely academic, but depending on the actions of the hobbyist, they can indicate more disturbing things. That of holding something vulnerable captive, treating it as your hostage, pinning it down. The torture of animals has come to be a good indicator of someone who would do this to a human. He had already shown callousness by laughing as he recounts to Holmes of ponies wandering onto the Moor, becoming trapped, and dying. In 1974, there was a release of a new edition of Sherlock Holmes stories, with the forward of The Hound of The Baskervilles written by British author, John Fowles. He is responsible for several well-known works, including The French Lieutenant’s Wife. Another, was a novel that Mason finds himself wondering why Fowles doesn’t mention in his introduction, since the villain is such a close parallel to Stapleton.(but as we have learned through the study of ACD, most writers will not come right out and say where they got their inspiration. They like for you to guess!)
A lonely young man, works as a clerk, and collects butterflies, becomes obsessed with a pretty young girl, Miranda, an art student. He chloroforms, and kidnaps her, taking her to his cellar basement, to add Miranda to his collection. That book was called The Collector. But what else does it sound like?
“So yes, I googled. From an article on the release of the movie’s Documentary. "The docu proves a poor reference point for anyone who wants to understand the literary and movie links for “Lambs.” There’s no mention, for example, of how Harris partly based the butterfly-loving Bill on John Fowles’ kidnapper in “The Collector” …And here I thought Mofftiss added allusions to Silence of The Lambs into Sherlock just for fun. SMH.”
@tendergingergirl​ also added this photo to their post:
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So what we have here is a chain of metatextualities/inspiration, starting with ACD’s THOB, where Jack Stapelton inspires a book about a disturbed butterfly collector (The Collector by John Fowles), which inspires a the author of Silence of the Lambs in creation of his character Buffalo Bill, a serial murderer who inserts a death's head moth into the victim's throat because he is fascinated by the insect's metamorphosis. Silence of the Lambs served as inspiration for Sherlock  as analyzed by @garkgatiss​ in Bond, Hannibal, and Holmes (I suggest you read the whole Hannibal section) . 
Let’s look again at some imagery from His Last Vow. Mary shoots Sherlock’s heart, essentially burning his heart out, and who does Sherlock meet in his Mind Palace in a very cocoon-like straightjacket? Yes, the dead dude who encourages him to die already (“one more push, and off you pop”).
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What’s the next thing we as an audience see once Sherlock opens his eyes? Mary coming to the hospital to hear that Sherlock had, in fact, survived. And what is she wearing? Her butterfly scarf, one which will another appearance later in the episode, during the tarmac scene.
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I also find it interesting that in the context of Sherlock and Silence of the Lamb, there’s an element of gender-switching between Moriarty and Mary. Buffalo Bill, the murderer from Silence of the Lambs, skins bodies of women to create himself a woman’s 'suit’; in Sherlock, Moriarty is a man-villain who transforms into a female-villain in the form of a bride and/or Mary. 
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By the way, who else is obsessed with his suits?
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Also, let’s not forget the worms, maggots and other such crawlers in the grave scene:
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Now, let’s go over some of the photos I included in the beginning of this post a bit further.
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Mrs. Hudson’s butterfly tea set is first shown in TEH - she uses it to serve John tea when he comes visiting her and tellis her about Mary. We also see it near John’s chair on the day of the wedding. This isn’t Sherlock’s set - his set is different, featuring the British Isles. Moriarty drinks from it in TRF. The next tea set we see, now that Moriarty is dead, is the butterflies one. In TLD, Mrs. Hudson uses Sherlock’s tea set - the butterflies are gone.
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Mary’s bedroom wallpaper is very feminine, with flowers and butterflies, both complementing symbols while also very common in vanitas art. Much like Mrs. Hudson’s wallpaper in Baker Street, Mary’s wallpaper is supposed to show the contrast between Mary’s flat/Mary and Sherlock’s flat/Sherlock.
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There’s an interesting moth reference in The Empty Hearse, which in my opinion, is Mary & Moriarty related. In short, in a previous piece of meta I wrote, I suggested that the Jack the Ripper case in TEH is subtext alluding to Mary’s skeletons, which Sherlock ignores because he’s upset by his reception by John. And what’s one of the first things Sherlock notices about the skeleton? New mothballs smell, hinting at an attempt to get rid of moth/butterflies - maybe a hint to  the fact that Sherlock has a chance to discover the truth about Mary but misses it. Also, in the context of Mary and the Jack the Ripper case, notice this transition:
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Transitions are important on Sherlock - they’re nearly always there to draw our attention.
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This, I think, is perhaps the most telling about a possible connection between Mary and Moriarty: we have both magpies (a Moriarty hint) and butterflies together here. This isn’t the only hint of Mary’s past we get in the wedding; there is, after all, the telegram from CAM.
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Mary’s scarf is colorful, and it appears by the time Sherlock’s subconscious suspects Mary. Mary’s black butterfly dress - an ominous dress, I’d say - is the one she wears during the labour scene in the car. The third photo is a behind the scenes photo uploaded by Amanda Abbington, although I’m unsure whether this necklace is AA’s or Mary’s (but I couldn’t pass on including this).
Interestingly, the butterflies do not appear in Rosie’s context - either because it’s a telling sign that Mary won’t be with us much longer, or because Rosie is spared being considered a part of the ‘burning Sherlock’s heart’ plan. Sherlock, on the surface, seems to love Rosie and accepts her.
Also, another BTS photograph I came across during my research which I’ve never seen before and ties nicely to the vanity topic is this one (found here):
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The Death's-head hawkmoth and ‘Death with Interruptions’
You’ll recall that I referenced The Collector and Silence of the Lambs, both featuring butterflies on their cover art. 
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The Silence of the Lambs cover features Acherontia atropos, otherwise known as the death's-head hawkmoth. It gets its name from the sinister-looking skull shape on its back. In many cultures it is thought to be an omen of death. In a bit of another coincidental but stunning piece of symbolism, all three species of the Death's-head hawkmoth are commonly observed raiding beehives of different species of honey bee; A. atropos only invades colonies of the well-known western honey bee, Apis mellifera, and feeds on both nectar and honey. They can move about in hives without being disturbed because they mimic the scent of the bees and are not recognised as intruders.
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Anyway, the use of Acherontia atropos reminded me of the book ‘Death with Interruptions’ by Jose Saramago. Interestingly, this is another book about a deathly collector with a butterfly on the cover:
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In Death with Interruptions death is a woman, and she falls in love with one of her future victims. She decides to spare his life: Every time death sends him his letter [notifying him of his imminent death], it gets returned. death discovers that, without reason, this man has mistakenly not been killed. Although originally intending merely to analyse this man and discover why he is unique, death eventually becomes infatuated with him, so much so that she takes on human form to meet him. Upon visiting the cellist, she plans to personally give him the letter; instead, she falls in love with him, and, by doing so, she becomes even more human-like.
It’s pretty common to read theories about Mary who maybe was one of the assassins due to kill John both at the pool and in front of Barts. So we have a death harbinger trying to kill someone twice and failing. She then falls in love with him.
But how does the butterfly fit in?
Well, at some point in the story, death (that’s her name, sans a capital d), contemplates that using the death head butterfly, instead of a violet piece of paper, would have sent a much stronger message to those whose death is coming for.
And here’s another last bit of coincidental reference to Sherlock: I’d argue shades of purple, among them shades of violet, are associated with Mary and her secrets. There’s the purple dress she wears in TEH, her bridesmaids’ dresses include various shades of purple (including what I would argue was a violet sash) and let’s not forget:
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Oh and, by the way, remember the song Donde Estas, Yolanda from TEH, about a woman called Yolanda? Always thought it was a bit of an odd choice for a song?
Yolanda is a female given name, of Greek origin, meaning Violet.
:)
Thoughts?
Credits: thank you @lukessense​ for directing me to @tendergingergirl​ meta about butterflies. Episode screenshots are from kissthemgoodbye.net.
@sarahthecoat​  @tjlcisthenewsexy​ @devoursjohnlock​ @inevitably-johnlocked​ @shylockgnomes​ @possiblyimbiassed​ @raggedyblue​ @ebaeschnbliah​ @gosherlocked​ @waitedforgarridebs​ @helloliriels​ 
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elitegymnastics · 3 years
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Q: What is this?
A: It’s a flyer for a virtual fundraiser on June 4th that Elite Gymnastics is playing. You can access the show at quietyear.com
Q: Hasn’t Elite Gymnastics been inactive for like, ten years?
A: Yes. This is the first Elite Gymnastics performance of any kind since November 30th 2012, at the Horn Gallery at Kenyon College in Gambier, Ohio. 
Q: Why did Elite Gymnastics stop playing shows?
A: Elite Gymnastics started out as me (Jaime) and a bunch of my friends agreeing to help me play my songs live back in 2009. I made a lot of weird demos in GarageBand and my friend Dominique Davis from the band Dearling Physique got tired of watching me sit on them. So, he booked me to play at a show he was curating as part of a small local music and arts festival called Clapperclaw. For several months that’s mainly what EG was. At some point the focus shifted to making recordings rather than playing shows, to participate in the emergent culture of new music distributed via MP3 file-sharing. The lineup winnowed to just me and Josh Clancy, who began creating digital EPs that we posted on this Tumblr page as ZIP files full of MP3s accompanied by a PDF of artwork. This is the incarnation of the group that most people are familiar with.
This was before Patreon existed. If Bandcamp was around, we’d never heard of it. Though MP3 file-sharing culture and file transfer sites like MediaFire and MegaUpload allowed anyone to distribute music freely across the world via the internet, it was still pretty difficult to get people to pay you for it. I think it was for this reason that a lot of internet music back then featured a lot of sampling. A lot of artists’ first forays into the world of DAWs and production took the form of mash-ups, bootleg remixes, and DJ mixes. Artists like Animal Collective, MIA, Kanye West, and Daft Punk for whom sampling was a pillar of their creative process were extremely influential. Elite Gymnastics was no exception - the first song of ours to gain traction online was “Is This On Me?” which made no attempt to hide the fact that it heavily sampled Faye Wong’s “Eyes On Me.” The fact that it was so difficult to make money off MP3s pushed people to make different creative decisions than they would have otherwise. It was sort of a free-for-all.
Eventually, all of this started to change. The major labels started getting a lot more aggressive about trying to destroy MP3 file-sharing culture. Platforms like MegaUpload were raided and taken offline. The replacements that sprung up to replace them were increasingly infested with ads and malware. Corporate platforms like YouTube and SoundCloud adopted Content ID filters to prevent the proliferation of copyrighted music there. Blogs and private torrent trackers being taken down meant thousands of hours of labor were wiped out in an instant. Some of the best archives of the history of recorded music ever created were destroyed without hesitation. Even the most devoted participants lost the will to keep repairing and re-making the stuff that cops and record companies kept obliterating.
Josh and I both dreamed of being able to make a living as musicians. We still do. Back then, we were willing to accept a lot of changes in order to make that possible, which seemed necessary. A lot of the stuff that we were great at just didn’t make any money. Once, we were asked to do a remix of a song called “Sa Sa Samoa” by the band Korallreven. I did the remix by myself, which was normal for us, and Josh was so inspired by it that he spent a week working non-stop to create a video for it. People loved it - the day the video dropped, Pitchfork designated the song as a “Best New Track” and New York Magazine wrote about it in their “Approval Matrix.” The video led to a ton of exposure, but from a financial perspective, it just did not make sense to put that much effort into promoting a remix of someone else’s song. The stuff we were personally excited by just seemed to have less and less to do with what actually makes money.
A lot of internet bands during this era began to palpably shapeshift in an effort to succeed in music as a career. Artists who’d first attracted notice for sample-based bangers they made on a laptop started posing with vintage hardware in their press photos and trading in their laptops for live bands and recording studios. It became harder to distribute DJ mixes or mash-ups that contained copyrighted music in them. Influential bloggers either closed up shop or were absorbed into the traditional music industry in some way. Feeds that once touted bizarre songs by laptop-toting weirdos with no industry connections started to become populated mostly by artists with labels and publicists. The bottom rungs of festival lineups started to consist mostly of new major label signings who have lots of money to spend on stage production but not much in the way of grassroots fan enthusiasm or media buzz. 
Internet music and what people tend to refer to as “indie music” split off into two separate streams. Today, there’s a pretty intense firewall between internet culture and whatever you want to call the culture of vinyl records, mid-sized indie labels with publicists, and positive reviews from the few remaining websites that still pay people to write about music. I call it “publicist indie,” “lifestyle techno,” or “prestige electronica” depending on whether or not the music features guitars and/or vocals. The recent online kerfuffle about NFTs really emphasized this split. The worlds of digital illustration and game development campaigned aggressively against mass adoption of cryptocurrency - if you saw any Medium posts explaining crypto’s environmental issues, chances are they were written by someone from those fields. Every new announcement by an artist that they had minted an NFT was met with a swift and vocal backlash from fans. Though I’ve never really been much of an Aphex Twin fan, it was still pretty startling to look at the replies under his NFT announcement tweet and see hundreds of furious people announcing that he was now dead to them. That’s an artist who has seemed more or less unimpeachable for most of my life up until this point! All of that seemed to change in an instant.
There is a massive disconnect between the insular world of the industry establishment and the cutting edge of online counterculture. We saw this again a couple of weeks ago with the online response to the crisis in Gaza. We saw passionate advocacy for Palestinians from games journalists and developers much more often than we saw it from musicians. This is a very serious problem for music! I do not believe it is possible to please both sides - that is to say, I do not believe it is possible to be part of internet counterculture and the industry establishment simultaneously. The music industry is too conservative, too compromised, too corrupt. If it weren’t for the ocean of valuable copyrights that labels are sitting on, most of them would be bankrupt within a year. If the industry was forced to live or die based on how they handle what’s happening right now in the present, it would most assuredly die. The only people who don’t realize this are those who are being paid to stay ignorant. 
Josh and I did not know this back then. From where we were standing, it looked like internet culture and established media industries were on track to converge. A career in the arts seemed genuinely, tantalizingly possible, right up until the moment that it no longer did. 
In my case, I had really been struggling up until that point. My life had been this ongoing sequence of evictions and hospitalizations, and it seemed to be getting worse, not better. I donated plasma twice a week to pay for groceries and while I was sitting there with a giant needle stuck in my left arm for an hour I would see my picture in The Fader or my songs being recommended by one of the Kings of Leon on Twitter or whatever. Music seemed like the only thing the world thought I was any good at. It felt like my only chance at a peaceful, happy life was somewhere out there in a world I could only perceive through a laptop screen. 
Gender, for me, was a big factor in all of this. The more invested in the craft of songwriting I became, the harder it was to repress or ignore my gender stuff. At that time I’m not sure I even knew what the word “transgender” meant - I just knew that when I showed up at a venue wearing a skirt, no one would talk to me or look me in the eye, and that reading about people like Anohni or Terre Thaemlitz or on the internet made me feel like if I could get out of Minneapolis maybe I could find a place where people would accept me. The internet was like, a pretty toxic place for someone in my position. When I tried to find people to talk to about what I was feeling, nobody tried to tell me to read Judith Butler or ask me what pronouns I preferred. The internet was just like, overrun with predators who just wanted to fetishize me and exploit me. Music seemed like the only way I’d ever have an actual life as myself. I was desperate for that. I was well and truly desperate.
Between all the big changes that were happening to us individually and the music industry moving farther and farther away of the anarchic free-for-all of MP3 file-sharing culture, the strain on us just got to be too much. We stopped trusting each other. We became the unstoppable force and the immovable object, crashing haphazardly against one another’s resolve in a dazzling display of youthful futility. Our partnership ended, and after finishing out the remaining live shows on the calendar by myself, I retired the name “Elite Gymnastics” and started making music on my own under other names. That was that.
Q: Why is Elite Gymnastics coming back now, then?
A: Over the years, Josh and I eventually started talking again. Though there was a lot we did agree on, and potential future projects were discussed, nothing truly felt right. We haven’t been in the same room since Summer 2012, and we’ve both changed a lot since then. We both have other projects and we’ve both developed other ways of working since we stopped working together. It’s a pretty big commitment to put all of that aside in order to join your fortunes together with someone you haven’t seen in a decade.
Recently, Josh decided to leave Elite Gymnastics. His reasons are his own, and I was very surprised by his decision, but after having had time to adjust, I’m really grateful to him. I had kept these songs at a distance for many years, because it seemed foolish to allow myself to get too attached to songs I didn’t feel like I was allowed to think of as mine, if that makes any sense. The songs felt like casualties of a conflict that I had to bury in the ground and try to forget about. Being able to embrace them again felt like re-growing a severed limb or having a loved one come back to life, almost. Feeling like it was safe to love these songs again made me feel whole in a way I didn’t expect to. I became really excited by the prospect of revisiting them, so that’s what I decided to do.
Q: Does this mean you’re going to put RUIN back on Spotify?
A: No. Taking the record off Spotify was the right thing to do. That record was only ever intended to exist during the era of MP3 piracy. I never envisioned a world where the music industry would be so aggressive about policing the way that copyrighted music is allowed to exist online. If we hadn’t opted to take the record down when we did, someone would inevitably have forced us to. If you want to hear those specific recordings again, you’re going to have to do it the way we originally intended: by downloading MP3 files from the internet. Try SoulSeek.
Q: What’s next for Elite Gymnastics, then?
A: Here’s the situation currently. There is no Elite Gymnastics music available to stream or purchase in an official capacity anywhere on the internet. It wouldn’t really be possible for me to put the old stuff on Spotify or Bandcamp now because of all the samples. Like I said before, it was a different time. Those records were created to thrive on a past version of the internet that no longer exists. They weren’t designed to be compatible with the 2021 internet.
Technically, Elite Gymnastics didn’t ever release a debut album. We had EPs, a compilation, and a remix collection. We didn’t make an album, a record that existed as the distillation of all that experimentation that contained all of the songs that fans of the EPs would want to hear, all in one place. It’s like we did Good Fridays but stopped before we made My Beautiful Dark Twisted Fantasy.
So, I am currently working on the first Elite Gymnastics album. If you were following my stuff as Default Genders, you may have noticed me posting demos on my SoundCloud page from 2015-2018 that were all eventually reworked into the album Main Pop Girl 2019. The album I am making is taking that approach to all the old EG songs, including some unreleased stuff. I’m collaborating with others on some songs and I honestly feel like it has resulted in some of the best and most exciting music I have ever been involved with. It is a drastic reinvention, but iteration and reinvention have always been a big part of what I do. I want to make something that feels like the culmination of everything that came before, and so far, I think I’m succeeding.
Q: When will I be able to hear this new music?
At a virtual fundraiser on June 4th, 2021, where there is a suggested donation of $10. You can access it at quietyear.com
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felassan · 3 years
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Dragon Age Library Edition Volume 1 annotations & additional pages/art compilation
Dragon Age Library Edition Volume 1 is a hardcover collection of some pre-existing Dragon Age comics that was released in 2014. It comprises of all issues of The Silent Grove, Those Who Speak and Until We Sleep. In places, it includes additional annotations/commentaries by the illustrators and authors, as well as a few additional pages with additional art. iirc these additional annotations and pages/art aren’t featured or available anywhere else (in the franchise I mean; other people have probably put them online at some point I’m sure).
From what I can see at least, Library Edition Volume 1 is no longer in print, and as such listings for it on resale sites etc are.. price-inflated & prohibitively expensive (~£100+, which I’m sure we can all agree is just not reasonable or accessible to most people). Due to this, I’ve compiled the additional annotations and pages here in this post. Thank you and credit to @artevalentinapaz, who kindly shared the material with me. This post has been made with their permission. The rest of this post is under a cut due to length.
These commentaries are in the context of The Silent Grove, Those Who Speak and Until We Sleep. If you notice any errors or annotations missing, or need anything clarified, just let me know. I think the annotations are in chronological order. In places I elaborated in square brackets to help explain which part of the comics an annotation is referring to. A note before you proceed further: some of the topics referenced in the annotations/additional pages are heavy or uncomfortable. The quotes here are word-for-word transcriptions of dev/creator commentaries, not my personal opinions or phrasings.
(Also, I do recommend always supporting comic creators by purchasing their comics legitimately. I own each issue of these comics having bought other editions of them all legitimately. The reason I put this post together is because this specific Library Edition volume has been discontinued and the consequently-inflated cost is so high, rendering the additional material inaccessible to most.)
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The Silent Grove annotations
Illustrator Chad Hardin: “I used to be an environmental artist for video games, so I built a 3-D model of Antiva City using the program Silo. Many of the buildings are simple cubes, but a few are more detailed. Overall, I spent the better part of a day building it, but I used it again and again throughout The Silent Grove to maintain continuity in the backgrounds.”
Script Writer Alexander Freed: “Even working with David Gaider, it took me several drafts to find Alistair’s voice. His narrative had to convey his humor and self-doubt from Dragon Age: Origins while suggesting a newfound weariness earned during his years on the throne. For readers familiar with the character, he needed to seem like a changed Alistair - but Alistair nonetheless.”
Chad Hardin: “If you read a lot of comics, you might wonder why the majority of the heroes wear skin-tight suits. Well, I can tell you: they are easy and quick to draw. In video games, you build the model once and then animate it, so details don’t slow you down. In comics, everything has to be rendered by hand. Varric and Alistair’s outfits were quite detailed. It took me a long time to get used to them, and even longer to memorize the designs until drawing them was second nature - Varric’s knee armor in particular! Oy vey!”
David Gaider: “One of my favorite scenes in the entire series [when Varric and Isabela are disarming traps and picking locks together while Alistair looks on]. Isabela and Varric, doing what rogues do. I had a suggestion for how to put it together, but Alex managed to make it fit and did a great job with it.”
Chad Hardin: “I never used to keep any of the artwork I created for comics. I would just hand the pages over to my agent to sell. This page [when Alistair, Varric and Isabela are in a tavern together, with hookah in the foreground] I kept for myself. I love the hookah-smoking elves in the second panel and Isabela’s face in the last panel. I rendered the first four chapters of The Silent Grove in grayscale using ink washes, gouache and Copie markers.”
David Gaider: “For a little while, Varric [in these comic stories] was supposed to be Zevran from Dragon Age: Origins, which would have made sense, Zevran being Antivan and all. I know that some fans would have loved to see him, but the dynamics of the group just didn’t work as well. Then a planned cameo later had to be cut for space. Ah well, Zev, another time.”
Alexander Freed: “Isabela at her most dangerous [climbing up the side of the cliff]. This scene - featuring a scantily clad, dripping-wet woman who tends to flaunt her sexuality - could easily have come across as exploitative, but Chad did a lovely drop portraying Isabela as purely focused and deadly.”
Chad Hardin: “Isabela rising out of the water and scaling the cliff with the knife in her mouth is one of my favorite parts of The Silent Grove. It is one of those moments where the writing really inspired the art. Hats off to Alex and David. This is another page I kept for myself.”
Colorist Michael Atiyeh: “This is one of my favorite Dragon Age pages. Chad is such an amazing artist; I feel very fortunate to have had the opportunity to work with him.”
Chad Hardin: “I love that this page [when a guard spots Varric and shouts ‘Intruder!’] made it in uncensored. So many times in comics, I draw something and some stuffy lawyers come out of the woodwork and tell me to tone it down. Dark Horse and BioWare always let me have fun, and this turned out to be one of my favorite pages with Varric and Bianca. Any guesses to which word he is mouthing in the second panel?”
Alexander Freed: “Note the simple decency of Alistair as he gives his cloak, without comment, to Isabela. For all his flaws, he’s genuinely kind at heart - a rare enough trait in Isabela’s world that I think it’s much of what she values in him.”
Chad Hardin: “I love the opening panel to this chapter [the opening panels to Chapter 3, when the team are on a ship at sea]. It’s the image I use on the homepage of my website. This page was a gift to my cousin Wendy, who loves pirates. Seascapes with sailing ships might be clichéd in fine art, but for me it was a first.”
David Gaider: “I wanted to have this story center on the group travelling to a Witch of the Wilds other than Flemeth, and originally I had set it somewhere else - until I remembered a Codex entry from Dragon: Age Origins that offhandedly mentioned a witch in the Tellari Swamps. Brilliant! It’d look like I planned it all along. I didn’t.”
Michael Atiyeh: “I love opportunities where I can show a change in the time of day as you move from panel to panel [when the ship heads towards and the team arrive in the Tellari Swamps]. I feel the palette of each panel is very distinct and beautiful.”
Alexander Freed: “Why did Alistair choose two people he barely knows to be his companions on this quest? We never make this explicit, but of course Varric is on the right track. Alistair wants to surround himself with people who don’t know him and won’t judge him, yet it’s Alistair’s idealism that Isabela and Varric work to preserve.”
Chad Hardin: “Another page where the writing inspired the art [when the group suddenly encounter a dragon]. I love the dragon bursting onto the scene and Isabela’s stare. Some writers will try to cram six or seven panels on a page like this and the pacing just doesn’t allow the artist to give each moment the right punch. Can you imagine if the first panel was crammed into a single square inch?”
Chad Hardin: “Yavana was one of the only characters that we did no preliminary sketches for. I don’t know how that happened, but thankfully it worked out.”
David Gaider: “I love how Yavana looks like a cross between Flemeth and Morrigan. Flemmigan? She’s totally Chad’s design, and it’s great. Typical for these witches, she never says things straight. In my mind, this Alistair is the one who did the Dark Ritual in Dragon Age: Origins - and I was half-tempted to have him lose his cool in this first scene [opening panels of Chapter 4] with her. Too early, though.”
Alexander Freed: “Through this whole sequence [the page when Varric aims Bianca at Yavana], Yavana is dropping cryptic hints and Alistair is refusing to play along. He’s met Flemeth and Morrigan - he knows Yavana won’t give him a straight answer, and he won’t give her the satisfaction of asking needlessly.”
Michael Atiyeh: “Sometimes it’s the little things on a page that spark my interest. Here [when the team navigate vines and mud to get to the temple], the sunset panel came out great and the mud looks really thick and gooey. It’s fun to focus on these details and make them stand out.”
Chad Hardin: “I hated drawing this scene [when Isabela gets kicked] where Isabela gets the boot to the face. Call me old fashioned, but I was raised to believe that only a coward would ever hit a woman (even a battle-hardened pirate adventurer). I draw at home, and my girls often watch me work in my studio. This was a page I didn’t want them watching me draw. I do like, though, that Isabela gets up, yanks the arrow out, and then soldiers on (and later extracts brutal revenge).”
Michael Atiyeh: “Poor Isabela. It seems I gave her more bruises and black eyes than any of the other characters. [when Isabela is yanking the arrow out]”
Chad Hardin: “It’s always interesting to go back and look at artwork because it reminds me of what was going on in my life at the time. I inked this page [opening panels of Chapter 5] at a ‘draw night’ session at an anime convention in St. George, Utah. I was one of the special guests, but I missed the first day because I was at my grandfather’s funeral in Las Vegas, Nevada. Seeing this page brought back those memories.”
David Gaider: “‘Bianca says hello.’ [quoting the panels being referenced] I adore Varric. I was tempted to have him narrate the entire series [in reference to these three comics], but then again I liked the idea of having each series center on one of the trio’s viewpoints. This book belongs to Alistair, but that doesn’t stop Varric from getting all the best lines.”
Alexander Freed: “Claudio, of course, is not a terribly sympathetic figure. But I wanted to emphasize that he takes this fight as personally as Isabela - he sincerely loved Luis and blames Isabela for the man’s death. I think it’s important to give every character, even the most loathsome, some dignity. [when Isabela and Claudio are fighting]”
Chad Hardin: “Payback! Here is where Isabela extracts her revenge on Claudio [when Isabela stabs Claudio]. I never enjoyed killing off a character so much. I particularly enjoyed putting the look of shock in his eyes. He had it coming. There is something satisfying about killing a ‘made man’.”
Chad Hardin: “Every now and then when drawing comics, I wish I could animate some panels and watch them as a cartoon. It would be great to see this sequence [when Yavana catches Claudio’s soul] in full motion as Yavana snatches Claudio’s soul, makes it reenter his corpse and then extracts information from him until he bursts into flame. It was a very Hellboy-ish moment. I enjoyed the movie that played in my mind while drawing this scene. Hope everyone liked the result.”
Chad Hardin: “As I mentioned on page 17, I rendered the first four chapters in grayscale, which made the black-and-white art look great, but had a neutralizing effect when it came to colors. By the time I drew chapter 4, I had seen the effect it was having and decided to stop using the grayscale so the colors would pop. When I saw this page [when Alistair says to Yavana ‘And we helped you find it’] in print, it confirmed to me that I made the right decision. I honestly feel this art was the best of The Silent Grove.”
Chad Hardin: “I practically painted these pages [when Yavana says ‘It is permitted. Tonight and only tonight’] in thumbnails hoping it would help me choose how to render them in ink. It is so hard trying to figure out how to get a full range of value out of just black and white. There are some artists and inkers that make this look easy. Mark Schultz comes to mind. Michael saved my bacon. Colorists really do so much work when it comes to rendering; this page came out awesome because of him.”
David Gaider: “Here we reveal the existence of Great Dragons (as opposed to High Dragons), and also that Yavana was the source of the return of dragons to Thedas after their departure for so many centuries. But why? There’s the rub, and not even Alistair can trust that she’s telling him the truth.”
David Gaider: “Here’s the controversial scene [Alistair killing Yavana]. I think some fans don’t like that Alistair did this, and have said they consider it out of character. I don’t. From his perspective, Flemeth and her daughters have been toying with the world for reasons that can’t be trusted. They dragged Maric away from his family, from him. One might think his judgement foolish, but considering what Alistair was capable of deciding even back in Dragon Age: Origins, it’s certainly not out of character.”
Chad Hardin: “[same scene as above] This was a controversial page, and there were a lot of people who thought it was out of character for Alistair to kill Yavana (I didn’t see it coming - I mean, you just don’t kill a Witch of the Wild), but here is the thing: this page is Alistair acting as a king. Yavana has been manipulating him, trying to play him like a pawn, and he just can’t allow that. There’s too much at stake, for himself and for his subjects.”
Alexander Freed: “The end? An end, at least [the trio walking off into the distance]. The series needed a note of closure while leading into Those Who Speak (which wouldn’t arrive until many months later). David tweaked the ending in the outline several times, and I did my best to balance resolving Alistair’s emotional journey without resolving the quest. It’s not as clean as I’d have liked, but fortunately, now it’s all in one volume...”
Those Who Speak annotations
Alexander Freed: “Capturing Isabela’s narrative voice was much easier for me than capturing Alistair’s - partly because I’d already written The Silent Grove, and partly because of my own writing proclivities. Rereading now, I wonder if I laid on the (mild) profanity a bit too thick. I’ll leave you to judge.”
David Gaider: “I like the additional detail Alex and Chad put in, letting us see more of Qarinus and more of Isabela’s crew. Alex wanted to give her crew more of a presence, and let her first mate have some face time, so they weren’t just parts of the scenery. Good call on his part.”
David Gaider: “I’m really fond of the formal getups Chad made for the party. Isabela’s actually comes from a concept we didn’t use from the cancelled Dragon Age 2 expansion, if I remember right. And Maevaris came from me asking for ‘someone who looks like Mae West’ - with the wonderful outfit all Chad’s doing.
Chad Hardin: “Maevaris. I love Mae. When David and Dragon Age art director Matthew Goldman spoke to me about designing Mae, they wanted her to be fully female with the exception of her biology. They told me to think ‘Mae West’. Well, when I think of Mae West, I think of her... womanly shape. So, drawing Maevaris was always walking a fine line between portraying Mae’s identity and her biology. The process endeared her to me.”
Michael Atiyeh: “Just like in The Silent Grove, we are introduced to another gentleman from Isabela’s past [when the team meet Lord Devon and Isabela threatens him]. As was the case with Claudio, he will meet his fate at her hands.”
Chad Hardin: “When I was drawing Titus, my kids asked me why I was drawing ‘angry Jesus’ or ‘evil Jesus’. I can’t remember which term they used exactly, but it made me chuckle. I was going for a mix of Rapustin and Joe Stalin, but ‘evil Jesus’ would do.”
David Gaider: “I’m not sure it’s apparent here [when Alistair says ‘I’d really rather not’], but Alistair was supposed to be using one of his Templar powers on Titus (that’s why Titus recognizes what he is on the next page) and disrupting his magic.”
Alexander Freed: “Isabela is witty and charming enough that it can be easy to forget that she’s not, in fact, a nice person. Even after finishing the outline, David was concerned about making her too unsympathetic - but I loved his approach in this series. The dark deeds Isabela commits - this murder included [Isabela killing Lord Devon] - are what make her guilt tangible and no easy matter to overcome.”
Alexander Freed: “I thought the notions of Isabela’s pride in her captaincy and dedication to her crew were some of the most interesting aspects of her character in David’s story. In scenes here [when Isabela is on her ship saying ‘Keep them focused and keep them sober’] and elsewhere, I did my best to emphasize their place at the core of Isabela’s world.”
Chad Hardin: “Most of the time I draw from imagination, but because of the complexity of this page [Qunari trying to board Isabela’s ship] I decided it would work better if I had photo reference. On this page are my nephews Jared (Varric) and Adam, my niece Melissa, my kids Erica, Tasey Michaela (Isabela) and Chad (Alistair), my friend’s daughter Amy, my wife Joy, and the neighborhood kids as Isabela’s pirate crew. (The crew member mooning the Qunari is out of my ol’ noodle.) I paid their modelling fee in pizza and root beer. Also, I had originally drawn cannons on Isabela’s ship, so if there are parts of it that look slightly wonky, chances are there was a cannon there.”
David Gaider: “Ever since the BioWare artists finally did a concept for female Qunari, I’ve been itching to include one in the game. It’s always slipped through my fingers, so I was going to be damned if I’d have a Qunari plot in a comic - without the same technical limitations - and not have one present.
Chad Hardin: “I had no idea this was the first time anyone outside of BioWare had seen a female Qunari.”
Michael Atiyeh: “I really like the lighting in this sequence [Isabela in her cell thinking ‘I haven’t eaten in days’], especially the strong white light and the characters in shadow.”
David Gaider: “The entire sequence of Rasaan interrogating Isabela was something I plotted out in detail when this series began. Here they discuss names - something treated in a manner peculiar to the Qunari, considering how much importance they apply to what things are called (and not called), because it forms the core of their identity. Isabela brushes it off, but as we find out later it’s also at the core of her identity. I liked that parallel.”
Alexander Freed: “To balance out the relatively static talking pages elsewhere in the issue, I hoped to make the interrogation and flashback sequences beautiful and full of information. I proposed an approach to Chad, and he wisely reshaped it into what you see here [the page with the scene where Isabela says ‘I’ve made a lot of stupid mistakes’]. Anything that succeeds on these pages should be credited to him; anything that fails is my fault.”
Chad Hardin: “Probably the most challenging spread I have ever done. My friend Stacie Pitt was the model for Isabela on this page, and my wife Joy was Rasaan. I saved these pages [around the scene when Rasaan says ‘Mistakes can be corrected’] for myself.”
David Gaider: “Sten from Dragon Age: Origins becoming the new Arishok of the Qunari was something we'd planned even during Dragon Age 2. This was a great opportunity to show that, and also to show that Sten didn’t acquire horns even despite the makeover the Qunari received in DA2. Hornless Qunari are considered special, and Sten is no exception.”
Michael Atiyeh: “I think that David, Alex and Chad handled Isabela’s flashback [to when she was sold by her mother] in an interesting way, and it created a nice flow to the story.”
David Gaider: “This was a controversial scene [what happened to the slaves Isabela was transporting], the end result of a lot of discussions between me and Isabela’s original writer on the team, and it went through a lot of revisions over that time. It needed to fit with the story Isabela told the player in DA2, but fill in the blanks of what she didn’t tell. We didn’t want Isabela to be someone who became who she is because she was ‘broken’ but instead as a result of her own actions - yet also not be completely beyond redemption.”
Chad Hardin: “These were hard pages [as above] to draw. It was difficult knowing that events such as this are part of human history, such as the Zong massacre in 1781, where the British courts ordered the insurers to reimburse the crew of the Zong for financial losses caused by throwing slaves overboard when faced with a lack of water. Horrifying beyond words.”
Michael Atiyeh: “Here, Isabela visits here crew, and I wanted to play up that she was in the light and they were in a dark cell. The light streaming through the bars gave me the opportunity to highlight Brand, who also had dialogue in the scene.”
Alexander Freed: “I struggled to find a way for Varric to contribute to victory without distracting from Alistair and Sten’s big fight. I’m happy with the solution: a brazen lie seemed appropriate to the character without taking away from the main show.”
David Gaider: “I believe my original plan had Isabela’s and Alistair’s fight scenes happening separately, but I like how Alex intertwined them in the script and I especially like how this ends up highlighting the differences between their characters when their fights are resolved. Isabela is defiant, revealing her name not because Rasaan demands it but because it’s her choice. In both cases, mercy is strength.”
Michael Atiyeh: “The brush I created for the clouds really gave them a nice watercolor effect here [on the deck of the ship, Sten calling Alistair ‘kadan’]. That brush has become a staple in my toolbox.”
Alexander Freed: “With the strong theme of names running through these issues, I liked the notion that Isabela had outgrown being, well, ‘Isabela’. When her name comes up in Until We Sleep, it’s largely played with ambiguity.”
Until We Sleep annotations
Alexander Freed: “The story of ‘Arthur’ is one of my favorite minor sequences [Varric infiltrating and fighting his way into the fortress]. It tells us something about Varric and it delivers plot information - and it’s also a reminder that our heroes kill an awful lot of people during these series and cope with it in their own ways. In general, writing Varric let me skirt the edge of metacommentary, which I greatly enjoyed.”
David Gaider: “Varric, as always, is my ‘voice of the narrator’. Here he’s expressing some of my own amusement at Alistair’s growing list of peculiarities [‘Your majesty is quite the special snowflake’]. To think, back at the beginning of Dragon Age: Origins he was just the player’s goofy sidekick who grew up in a barn.”
Michael Atiyeh: “By the third series, Until We Sleep, I really started to have a complete feel for what I wanted the final art to look like. As an artist, it’s important to continue to evolve and grow. The close-up of Sten’s face [same page as above] is a perfect example of how I wanted the rendering on the characters to look.”
Alexander Freed: “David’s outline called for a short, somber reveal of the Calenhad story by Sten. Fueled by my desire to avoid ‘talking heads’ sequences, I scripted it as a full-on storytelling flashback. David made sure the history worked (at least from the Qunari point of view), and Chad did a beautiful job handling it in a mere two pages.”
David Gaider: “Blood is important in Dragon Age, as a theme. Here we tie in the dragon blood that was mentioned all the way back in The Silent Grove and explain what it means at last. I was a bit hesitant to tarnish the legend of Calenhad the Great in this way, but I comfort myself with the knowledge this tale is but a viewpoint and not necessarily the entire truth.”
Michael Atiyeh: “Titus melting the attacker is a great example of classic comicbook storytelling and exactly what made me fall in love with the medium.”
David Gaider: “I was really happy with how Chad handled the reveal of Mae as transgender [the scene with Mae in the cell]. My worry was that Varric finding her disrobed might be potentially titillating, but I think he handled it nicely. I only wish there was more time to have Mae properly respond to being exposed in this manner, even to a friend.”
Chad Hardin: “I originally drew Mae as female [same scene as above], then changed her anatomy, so the psychological violation and humiliation she felt would be the focus. Hope that came across.”
Chad Hardin: “When in doubt, have Bianca shoot it [Varric shooting the artifact].”
David Gaider: “This scene [Varric and Bianca the dwarf] with Varric was one I wanted to do for a very long time. We’ve hinted that Varric’s crossbow was named after a real person, someone he never wants to talk about. Now I finally had the chance to show why.”
Chad Hardin: “Of all my Dragon Age pages, this scene was hands down my favorite, because Varric is my favorite. It was awesome to get to draw Bianca in her dwarven form. These scenes give you a glimpse of the love Varric and Bianca shared. It doesn’t tell you the whole story, but you can assume plenty from what is shown. You get to see Varric mostly naked (you’re welcome), but most of all you witness Varric’s heartbreak. I felt privileged to draw it. I got so obsessed with drawing this page I did an entire watercolor painting based on the last panel [Varric gets up to leave, ‘This isn’t right’ - ? or perhaps the scene where he opens the door to leave].”
Alexander Freed: “Unreliable narrators are always tricky - done wrong, they can just confuse the reader. But I’m fairly happy with Varric’s lies throughout this series, most of which are used to downplay the emotional cost of events rather than whitewash the events themselves.”
Michael Atiyeh: “This palette worked perfectly [Varric standing in front of the doorway/portal in the Fade proper], but I can’t take all the credit because BioWare provided reference for the Fade. I added the hot orange energy for the doorway, which looks great with the sickly green sky.”
David Gaider: “This scene [Isabela’s Fade nightmare] was actually inspired by a fan named Allegra who did a cosplay as a Qunari version of Isabela. I knew I wanted something like this for Isabela’s Fade section of the comic, but it didn’t really solidify until I saw the cosplay.”
Chad Hardin: “Isabela is more affected by her encounter with Rasaan than we were led to believe. A portent of things to come?”
Michael Atiyeh: “I love this shot of Mae in the fourth panel [on the page where Isabela is affected by vines]. I would be remiss if I didn’t mention what a great character she is in the series, and Chad captures her beautifully in this shot.”
Alexander Freed: “I saw this issue as a sort of downbeat victory lap. Over the course of the previous series, our protagonists largely came to terms with the inner demons the Fade confronts them with here. The fact they’ve come so far lets them win this last battle... but they still have scars that will never completely disappear.”
David Gaider: “Maric was in the first two novels I wrote for Dragon Age. Seeing Chad’s rendering of him as a regal, grown-up version of Alistair made me incredibly nostalgic. Some characters you just never let go of.”
Alexander Freed: “I feel Varric’s lines (‘tell yourself the stories you need to tell’ but ‘never live your own lies’) are the natural endpoint of all the exchanges he’s had with Alistair, starting from the end of Chapter 1 of The Silent Grove. And of course it plays off the story of ‘Arthur’, as well.’’
Chad Hardin: “I’m happy with the way Titus came off in these pages [Titus attacking and saying ‘The last magisters of Tevinter were so close’]. He looks threatening and powerful when fighting Alistair, Isabela and Varric, but genuinely confused by his inability to defeat Maric. Bye-bye, evil Jesus.”
Alexander Freed: “I can’t help but feel for Titus. He was unthinkably corrupt, but I see him as genuinely motivated by Tevinter’s glory. (The fact Alistair reads zealous ideology as a lust for power says a lot about both characters.)”
Michael Atiyeh: “I love the seamless transition of color from Titus’ magic to the dragon breath and then back into the orange remnants of his magic in the smoke. This was a really fun panel to color [Titus saying ‘Die by what wrought you’].”
David Gaider: “‘You are not the dreamer here. I am.’ I always have a scene or a line that’s in my head when I begin a tale, and this line of Maric’s was one I wanted all the way back when I started working on The Silent Grove.”
Chad Hardin: “I love this page [Maric and Alistair clasping hands]; Mike’s colors are spot on. We get to see all our heroes in an ideal state for the last time. This is the last Dragon Age page I saved for myself.”
David Gaider: “This scene kills me [Alistair destroying the Magrallen]. I knew it needed to happen; I knew I wanted it to happen even back when I began the story. Alistair lets Maric remain in the Fade rather than dragging him back to a world which has moved on. Alistair’s ready to move on, but forcing him to give up that hope... it makes me feel like a bad person.”
Chad Hardin: “Heartbreak for Alistair as he realizes that once again, as a king, he must kill: this time, his own father (granted, the Magrallen did most of the work). I really like how Maric crumbles away in the end. This was my last page, and the emotions on the page and in my studio were very final. Altogether, this was a year of my life in the making. On my last page, I wrote a thank you to everyone involved, the crew at Dark Horse and the crew at BioWare. I’d like to take this opportunity to thank them again. It was a thrill. Finally, a huge thank-you to the Dragon Age fan community, whose support was overwhelmingly awesome.”
Michael Atiyeh: “As the story came to an end, I knew I was going to miss these characters. Writing these annotations reinforces the fact that I hope to work with this great creative team again one day. Many thanks to Dark Horse and BioWare for the opportunity to work on Dragon Age.”
Alexander Freed: “The tension between the art and the narration on this page [the one with Alistair sitting on his throne while nobles argue] is something you can only pull off in comics. Neither tells the full, bittersweet story alone. Similarly, these issues wouldn’t have been possible without everyone on the team; thanks to David, Chad, Michael, and everyone I lack space to list!”
Additional pages / art
Library Edition Volume 1 also came with some additional pages, with additional art and commentary. These are as follows (I’m including them for the sake of completion, click the links to see):
1. Alistair and dragon concepts
2. Rasaan and Maevaris concepts
3. Sten, Titus and Yavana concepts
4. A series of cover pages 1
5. A series of cover pages 2
In case anyone has trouble reading the notes that accompany these images, I’ve transcribed them below:
1. Dragon Age Sketch Book
Alistair Concept 
Dragon Age / Dark Horse
Chad Hardin: “The headshot of Alistair is from a finished sketch with a rejected armor design. In order to save time, the redrawing was completed on the computer, where tweaks and changes are quick and easy, if somewhat less glorious.”
[Dragon] Head #1 / Head #2
Chad Hardin: “Everyone liked this dragon sketch so much that Dark Horse printed it for signings at conventions. You can see I did multiple proposals for the dragon’s head. It was more effective than drawing the body over and over.”
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2. [arrow pointing to Mae’s sleeve] concealed [I think that’s what it says anyway] daggers / shurikens?
Chad Hardin: “When designing Rasaan and Maevaris, I wasn’t exactly sure how their roles would play out in the series. Maevaris’ outfit was inspired by brothel madams of the Wild West. I thought it would be cool to have some weapons concealed in the formal wear. These never came into play in the series, but they were there in my mind.”
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3. Chad Hardin: “Although we only see Titus in his battle garb in one issue, I really liked the design of his armor. The sketch of Yavana was done on the fly and served as both a rough preliminary sketch and as a panel layout. You have to work hard and smart in comics to keep up with the deadlines.”
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4. Cover Artist Anthony Palumbo: “This was my first assignment for Dark Horse, and I was both excited and nervous. I drew pencil sketches of the main characters, scanned them and played with different arrangements, poses and color schemes in Photoshop.”
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5. Anthony Palumbo: “Fellow illustrator Winona Nelson helped me by sitting for photo reference. I created the mock-jewelry with gold-painted Sculpey. That’s a quick photo of my own gaping maw, to help with the image of Varric.”
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maxwell-grant · 3 years
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i have been watching old (and sometimes new) gmod animations and i grew up watching enough ytps to know the general idea behind them, and i recently gained a sort of fascination for them. there's something special about them that i couldn't quite put into words, but i think you got it down perfectly in your post about grand guignol. basically, thanks a bunch for that.
Well thank you! And, yeah, I pretty much grew up watching GMOD and YTP constantly and even today I still come back to those a lot when I'm restless and taking a break from work, and I think there's genuinely a lot that can be learned or discussed from them as uniquely 21st Century art forms.
I've been rewatching a lot of Raxxo's content lately and I think it was his content in particular that kind of convinced me that the "GMOD/SFM - Grand Guignol" analogy wasn't nearly as much of deranged word salad as I assumed it was, because in all honestly, if you had to try and condense his videos into a genre or definition or something of the sort, what the hell else can you possibly call this that in any way comes close to describing what you experience?
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Like, all of his videos are described as "GMOD animated in SFM", because SFM is usually associated with more straightforward dramatic content while GMOD has been cartoon madness from the start (and it's fascinating to watch just how tame even the early Rubberfruit videos are compared to the kind of stuff Eltorro64 or Dr Lalve are putting out), and Raxxo is the latter in the style of the former.
And his videos are not just a non-stop barrage of brain-breaking, because they have weirdly dramatic pauses, and moments of straightforward action, or simple sentence mixing, and there's continuity between his videos, and incredibly smooth and natural gestures following by the characters stretching and deforming like jello monsters on the next second as their screams warble to drown the soundtrack and then everything's back to normal, and then they start doing things that kinda even make some sense as a narrative, but you cannot even begin explaining properly why, and I've watched these so many times that I even kinda start to see what makes sense and what doesn't, even though literally no one other than Raxxo is ever going to guess why he made the choices he did, and god these jokes must have taken hours if not days to render, why does the scretching Soldier head saying "Sputnik!" shows up in everything he does, and oh did I mention he also makes up the soundtracks he uses himself and they don't match in the slightest most people's perception of his content?
And for the finale of the Soldier Dispenser saga he created maybe the most batshit collaborative animation effort on Youtube, which is about an hour's worth of 200 animators all creating their own little batshit mini-stories in reference to his own and, seriously, who the hell could have possibly predicted something like this existing back when computer game Team Fortress 2 was announced in 2007? Or when Youtube was created?
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Who could have possibly predicted something like this existing at any point in human history? Where else could anyone possibly experience this much audiovisual chaos anywhere? I can't even bring myself to watch the video in full again, but that this exists at all, and that it's far from the only one of it's kind, and that Team Fortress 2 fan content has spiraled so hard past anything the creators could have possibly predicted that it has self-sustaining meme ecosystems (Remember when smexuals were a thing? Or the Freaks?), that it's still fucking going 15 years past the game's debut, is, it's kind of a lot, is what I'm saying.
Like, I'm speaking as someone who studies a lot of pop culture and combs through it's most obscure and weirdest recesses to find stuff to write about, I'm still just as baffled by how far these things have gotten as I was when experiencing it for the first time. And you can find a lot of stories like these digging through Youtube Poop and the specific styles of certain creators or certain developing memes for franchises that grow and grow and permutate.
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Think about what has to have happened to make a video like iteachvader's What'll It Be? happen.
Long John Baldry, blues musician extraordinaire, voiced cartoon villain Dr Robotnik in a Sonic cartoon. Said Sonic cartoon and performance was lucky enough to survive through Youtube clips. People noticed one of said clips of his performance has him saying a word that sounds like penis in a funny way, so they start making jokes about it, and parodies, and then literally hundreds of parodies popularizing the concept as a source of comedy, some of which take the form of music. Said music is done by cutting, remixing and splicing audio from said performance over music beats, which can be a PAINSTAKINGLY LONG PROCESS as someone who's tried doing that several times now, all this to make something with "Poop" in it's name (which I guess isn't that different from pulp writers spending weeks and months breaking their fingers to put out a novel's worth of content every month, for newspapers and magazines that were literally going to be used as toilet paper later)
These parodies catch on a bit and die out for a bit, until iteachvader comes along, and he proceeds to build a career not just by making funny parodies of said cartoon, but also knocking out genuinely really, really good musical parodies, editing voice clips of said performance to make it sound like the villain's singing (and additionally, he also creates his own tunes, and he's shown that literally every sound he uses is taken from the show, which is just, absolutely mind-boggling effort). He's also created over the years a running joke of Tails being Dr Robotnik's son that people liked enough to ask for more, and then we come to the video above, which is a song about Dr Robotnik spoiling his son Tails asking him what he'll want, which is not at all in line with how the two characters are canonically. And said remixes would eventually get remixed even further, even with crossovers with other characters or musicians, and so forth.
youtube
And that is the story of how dozens of creators working separately, and with little intent other than goofing around, single-handedly revived a dead man's music career, as the voice of the fan reinterpretation of a animated adaptation of a videogame villain, popular to the billions if not dozens of billions of views over a decade in the making, on a broadcasting platform said man didn't even live to see being created.
I think sometimes we like to think of ourselves as advanced and jaded enough that nothing surprises us anymore, and if we went back in time and showed an iphone to our great-grandparents they'd start screaming in sheer confusion. And, maybe they would, yeah, but imagine if you were Long John Baldry at any point in his life, even after he finished recording his lines as Robotnik, and someone showed up to you and explained that all of this was going to happen to you, to your voice, to your performance. Imagine if you were one of Valve's lead developers working on Team Fortress 2 during the nine years it spent in development, and someone showed you Raxxo's work and Soldier's Dispenser Quest and just, everything that had happened to characters you hadn't even fully created yet.
I imagine Long John Baldry would have taken it well enough eventually, by all accounts he was a fun person who loved to try new things, and he was an openly gay British vocalist in the 1960s when it was literally illegal to be gay in Britain, so I imagine nothing could possibly rattle his cage that deep in the long run.
But can you honestly tell me you wouldn't freak out at least a little trying to understand just what exactly the future was showing you? Can you honestly tell me your cynicism and world-weariness would be worth anything in the face of all this knowledge about what the world was going to do with your creations and work?
Can you honestly tell me, just now, that you have any idea what the hell is your legacy or reputation as an artist, or even what your art is known for, going to look like in a decade or two from now? And that things aren't going to get weirder than they are now?
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I find that fact both frightening and strangely assuring at points, and exciting above all.
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love-takes-work · 3 years
Text
Steven Universe: End of an Era: Outline & Review
I wrote this review in October but never got around to posting it here
Steven Universe: End of an Era is far more than an art book–it’s also a collection of behind-the-scenes material, stories about the experience of working on the show, planning documents and associated background info, and both older versions of developed concepts AND concepts that never made it into the show. It's a huge fusion of all those elements, and it's definitely an experience!
Some low-quality images are included with my review just to give you an idea of what’s there--it’s not a good substitute for getting your own copy, but here’s a tour!
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Like the previous concept art book, Art and Origins, I'll be giving you a description of the structure and overview, while also collecting notable information for fans. Obviously just about everything is "notable" once again, but I'll aim for unique insight or perspective on the main source material, keeping the screaming about everything new to a minimum so you can also enjoy something for yourself if you pick it up. My low-quality photos should prevent people from feeling like I'm reproducing the book in any capacity. Please grab one while you can and have your own experience!
[SU Book and Comic Reviews]
OVERVIEW
The book is titled "End of an Era" for a couple reasons--obviously because it is released after the show has wrapped, but also because Gem history recently ended its "Era 2" and began Era 3--an age of prosperity and peace. The author--the person in charge of adapting all of this information into this slick, readable package--is Chris McDonnell, whose work was previously applied on the Art and Origins book.
The foreword is by N.K. Jemisin, a well-known science fiction author who's a huge fan of the show (and wrote a really excellent series that also has a weird geological connection, by the way).
And the cover, like its predecessor, is shiny and decorated with a beach scene featuring minimalistic characters--this time it's the Gems at night in front of the Temple, and on the back cover is a big pink leg ship in a cross-legged pose.
The interior covers are decorated with tons of amazing sketches of Steven and Connie on the front, and a bunch of Gem sketches on the back. Every interior page that most would leave blank is highlighted with some kind of sketch art or character exercise--it's so much to look at, so much to absorb.
The book is dedicated "For Eddie."
Its organization is different from the previous book in that it shares applicable work in chunks associated with groups of episodes rather than pertaining to different aspects of building the show.
FOREWORD
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N.K. Jemisin gives us such a great introduction to the book--apparently understanding very well that the audience of this book is full of animation enthusiasts and adult fans more than it is full of kids, and explaining that bewildering journey some adults had from blowing this show off as a silly kid thing to falling in love with it hard and fast.
The important thing, Jemisin says, is being able to trust a storyteller with your heart. And it was clear to her that Rebecca Sugar knew what she was talking about and was saying important things about identity and the radical power that comes with accepting it and demanding respect.
Important also is how we handle heroes and who gets to be one in fantasy. That's part of the reason Steven Universe speaks to so many--because we see ourselves here, and know stories can be about us. Acknowledging the power we all have to MAKE THINGS BETTER with what we fight for is so important--especially if we're going to speaking to the next generation about it.
Highlighting Rose Quartz as a "born leader" who failed and Steven as a relatable scamp who did what she couldn't, Jemisin asserts that we can save the world.
1. END OF AN ERA
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We start with an appeal to the audience to think about identity and the formative parts of our childhood--and how different it is if who you are and who you become is restricted, mocked, erased, or Not Allowed. Most people, if not ALL people, can relate to this, but for those of us with a special relationship with Steven Universe because of queer identity, this hits hard.
But it doesn't have to be anything grand to be something we respect--this show's authenticity comes largely from how personal everything is, drawn from real-life experiences and incidental truths from each artist's perspective, leaning hard on childhood and formative experiences.
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Rebecca Sugar offers some interview bits to discuss writing philosophy and why "writing female characters" was difficult for a nonbinary person who'd been socialized as a girl and a woman. Rebecca has spoken before about how frustrating it is that marketing for cartoons was SO gendered when she was growing up (and to some extent still is).
The Gems in the story are all "she/her," but on their planet they're defined by their work, not by emotion or relationships (unlike women in our society), so having them be socialized opposite to how she was and be able to claim those emotions through choice and NOT as just an expectation "as women" was revolutionary. Rebecca wants her show to tell all marginalized people that they don't deserve to be in the margins.
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Weighing in on other aspects of the show were Ian Jones-Quartey, Joe Johnston, and Miki Brewster. Ian describes feeling like at first doing SU was a thrill ride that meant they'd finally get to do all the cool stuff, but it quickly became a responsibility that he took very seriously--the need to tell a good story now that he'd been given a megaphone.
Promotional art, planning documents, character sketches, and concept art from the lighthearted to the stone serious is included, along with some very cool (sort of famous) timeline charts that track major characters' developments. It's emphasized by Rebecca that the developmental materials ARE NOT CANON (and especially are not MORE canon) compared the final show.
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There are concept sketches alongside final art for Aquamarine and Topaz in "Wanted" (with Topaz labeled "Imperial Topaz"), the Zircons in "The Trial," Blue and Yellow Diamond, and the Off Colors (including Pink Lars).
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And there's also a spread of "the two sides of Steven's life: Gem Magic and Rock N Roll" featuring Sadie Killer and the Suspects (referred to as "Buck's band")--as well as a cool "Crew Cameos" key and some concepts for short-haired Connie.
And then there's some more "finished" art with stills alongside concepts, including some background art, revision, and really cool "fairytale" art from some of the shadowplay storytelling bits. We get "Lars of the Stars," "Jungle Moon," and "Can't Go Back."
2. THE BEGINNING OF THE END: A SINGLE PALE ROSE
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In discussing the huge reveals and Gem mysteries in the show, the pacing is examined, and emphasis is put on the intended "slow burn." One of the most difficult things in the show was to strategize so that every piece that was needed to support another piece in the future was placed properly to seed what it was supposed to.
Some of the ideas they developed were more of a group effort and were fit together collaboratively (like Amethyst's being younger than the other Gems and Jasper being from Earth), while others were intended from the beginning based on Rebecca's vision (the fundamental idea of Pink Diamond's true identity, for instance, as well as Obsidian's design and sword and our Pearl not being Pink's first).
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The writing process gets a great deep dive here, including fun tidbits like how the orb in the moon base was inserted by Joe Johnston and they literally had no idea what it was for when they wrote the episode. They repurposed it when they figured out what they needed.
Rebecca credits her detailed timelines for helping keep the order straight, and discusses how other artists are sometimes flabbergasted that a storyboard-driven show can have this much detail and continuity and yet not get wrecked by the free non-scripted boarding process. But Rebecca and the Crew valued that approach and loved the way fresh eyes would handle an idea, making it come back alive, entertaining, vivid.
Several Crew members weigh in on the writing process. Lauren Hecht refers to making lots of incorrect guesses despite being on the inside. Joe Johnston recalled getting briefed on his first day and getting so excited to start working on this massive project.
Miki Brewster remembered being told Rose Quartz is Pink Diamond and being shocked--and also confused about why Ruby and Sapphire would need to be married if they're already basically married. Drew Green talks about being brought in late and getting to watch unaired episodes and a rough of the movie while eating cereal.
Ian Jones-Quartey complains about Pink Diamond's real jester-like form being leaked to the internet through a Hot Topic shirt. Rebecca piggybacks on that and says it was upsetting that the wedding was leaked because of toy fair keychains featuring Ruby and Sapphire in wedding attire. They'd always be worried about leaks, and sometimes Rebecca struggled not to talk about the reality of Pink Diamond before the reveal because she knew it would make so much more sense once the truth was out. And everything associated with Rose makes more sense once you know she's Pink--especially what happened with Bismuth, considering what we know about how Pink Diamond has a habit of treating anyone who no longer serves her interests.
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When it comes to visual cues, Rebecca also talks about intentional designs to create a feeling of unity between concepts, like the flower shapes on Pink Diamond's palanquin lining up with the poofs of Steven's hair and the star imagery of the series. Steven Sugar and Mary Nash discuss how the Human Zoo incorporated this imagery, trying to look like Homeworld with a Pink Diamond touch.
Steven Sugar, as a game nerd, liked to throw in video game references from old and modern stuff to feel like he's inserting what he's enjoying and who he is from moment to moment, while Mary Nash, who related to Sadie as a basement-dwelling young person with cult interests, liked to include stuff from MST3K and cult movies. Pearl's hand gestures get a spotlight too--her reflex to cover her mouth when Pink Diamond was being discussed was analyzed here.
A "Top Secret Visual Timeline" from 2016 is included which tells us some Diamond history. It has an earlier version of Pink Pearl's fate and does not include Spinel since the movie hadn't been greenlit. The timeline includes the birth of the Diamonds, the emergence and major story beats for each major character, and some philosophy of the driving force behind each.
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We're told that Pink Diamond straightened up, behavior-wise, after she lost her first Pearl, and that Yellow and Blue wanted to give her a planet but White only agreed to it to prove she would fail at managing a colony. Pearl, meanwhile, is so confused to have a Diamond who keeps asking her what she thinks when she doesn't believe she should have opinions.
And when Pink moonlighted as Rose to start conflict, she found herself leading an army to fight Pink's troops--then Yellow's, and eventually Blue's too. Lapis is said to be waiting for the conflict to end on Earth so she can terraform, but she gets trapped instead.
Pearl's love story with Rose is described as "an endless honeymoon" where she's free to love her, while Rose's is more like "I'm now the head of the family and I'm going to give everyone what they never had, so everyone is super special!"
Jasper is described as "adopted" into Yellow's army as the only successful Beta Quartz. And White Diamond knew that Pink Diamond was not dead--she thought she was just running away from home like a brat and would eventually be back.
3. THE HEART OF THE CRYSTAL GEMS
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Now we discuss Rose Quartz--the original Pink Diamond. How she was selfish and selfless, never enough and always too much, and how Greg was her first partner who "challenged her" to be an equal. Rebecca describes Rose as being delighted by the idea that both she and Greg reinvented themselves, but when that leads her to want to share her past, Greg isn't interested--he only wants to know who she is now, and doesn't consider the old her to be her.
Rebecca likes Carl Jung's concept of "enantiodromia," which is the idea that extremes lead to their extreme opposite. This is demonstrated in all of the Diamonds. This narrative is interspersed with drawings of Greg and Rose being cute.
But another "heart" of the Crystal Gems is its relationships--particularly, Garnet, the fairy tale romance embodied. More psychological theories are discussed with regard to differentiation in a relationship making the relationship stronger, and how they made sure that happened for Garnet during the appropriate arc. Rebecca has struggled with the idea that she, like Ruby, went straight from a "family" group to a living-with-others situation and never lived by herself. But she also learned that you can in fact develop as a person in the context of a relationship--you don't have to be alone to do it. Ruby learned that too, and chose on her own terms to be with Sapphire.
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The wedding made so much sense to Rebecca and the crew that they couldn't imagine a wholesome couple like Ruby and Sapphire not having a wedding episode. They wanted it for years: The wedding concepts always included the tuxedo for Sapphire and the wedding dress for Ruby.
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But pushback (often blamed on the conservative standards of the international market) led to negotiations trying to keep Ruby and Sapphire's relationship from being explicit. Rebecca and the Crew were very tired of this double standard, and they were especially irritated by attempts to claim a wedding wouldn't be well received by a core demographic or wouldn't make sense for Steven's character. But other shows had done weddings and Steven had been established to love weddings already.
Rebecca kept adding more elements to the wedding episode to answer all the concerns, but she didn't want to back down from explicit marriage between these characters. They deserved it. And the audience deserved to see this as wholesome, like any other cartoon wedding. Eventually they got their way and were allowed to have the wedding. But the ordered episodes were also coming to a close without promise of more, so Rebecca had to request more episodes to be able to wrap up the storyline!
And of course, there is Steven, the true heart of the team. A very interesting aside discusses Garnet's leadership and how the network pushed the Crewniverse to acknowledge Steven as the leader. This was successfully resisted throughout as well--because Garnet is the leader (unless she's incapacitated, of course). It's fantastic that this concept was preserved because too often a young male chosen one is elevated above people with more experience and knowledge because of that chosen one tradition, so it's really nice to have a show acknowledge that team leadership is more appropriate for an adult.
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4. ERA 3
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Beginning with a discussion of the Diamonds, this chapter deconstructs the dysfunctional "family" of the Diamonds (who are said to be based on tropes about evil stepmothers and stepsisters), with the thread of dysfunction originating with White Diamond.
Yellow is physical, Blue is emotional, White is judgmental, and Pink is impulsive. Some philosophy on why Pink is naturally manipulative and why she clashes so much with White is offered.
White believes her identity is to be imposed on all because she is the pinnacle of what should be--and therefore, she has the right to make decisions and statements about and on behalf of everyone. But her secret is that she can't do what the others do--act or feel or want. In trying to be everyone, she is no one.
And this becomes very important when she confronts Steven about his identity and turns out to be wrong. The triumph of Steven being totally, fully himself is a beautiful, simple revelation that's described as far more satisfying than the theories about Pink living inside him or Rose returning from his Gem.
Also discussed is Gem architecture. A lot went into this idea, and Steven Sugar weighs in to say he had to think of what it would mean for a world to have buildings but serve no human needs. That's why it's mostly focused on transport and storage. Even the broken planet is meant to indicate a place stripped for its resources, and everything serves a function that is meant to avoid looking like the human equivalents.
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And there's another layer, too: a difference between Era 1 and Era 2. Era 2 became more functional to hide Era 1's broken bits, and older Homeworld buildings still have some "ornate and ancient" feel to them. And the fact that props, tools, and even walls and doors could be living was taken from a concept Rebecca thought was horrible from old Busby Berkeley movies, where people were inanimate objects and it was portrayed as lovely. Tom Herpich helped conceptualize these living objects.
Steven dealing with "princess tropes" is discussed here too. The Pebbles (worked on with Pendleton Ward) were sort of his Cinderella's mice, and all the locked-in-a-tower, having supportive tiny friends help you, getting princess clothes made, attending a ball, having to mind your manners stuff was intentionally related to fairy tales.
The point of doing that (besides fun) was to easily invoke the feeling that Steven was being made to be someone he's not, and that he was being treated like THIS is who he really is when it isn't. White Diamond as the "evil stepmother" is discussed with regard to her detailed features and massive scale. They generally didn't put fingernails and eyelashes on characters (especially not to indicate that they were women or girls!), but they decided White would get all of these feminine markers for tradition's sake.
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Rebecca also invokes several other references that were included and describes the princess tropes as "chipping away at his integrity" setting him up for the final challenge with White.
There is again tons of concept art: Homeworld architecture, Pebbles, Diamond diagrams, background Jades and Lemon Jade Fusion, Comby, Diamond extraction chambers, and White Diamond.
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5. CHANGE YOUR MIND
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Now we finally begin to discuss Steven's identity. The "Perfect Steven," discussed in several interviews before this book's release, was an idea back in 2013; the "ultimate Steven," beefed up and shonen-looking, was far from perfect because OUR Steven is perfect, while this alpha hero Steven idea (used in Steven Universe Future) didn't belong being idolized in such a show.
They thought about having Steven fall apart into organic half and Gem half early in the show (during "Giant Woman" after a successful fusion and unfusion, even!), but they didn't try the concept until the last episode. They didn't want the "Pink" Steven to be portrayed as "better" even though he would be more powerful, so they decided he isn't whole without his organic self and he's just as much of a shell as the organic half. They absolutely did not want any ending that required Rose to be inside him or waiting to come back. But the debates were fierce--what DOES it mean to have Rose's Gem?
Ian Jones-Quartey brings in an anecdote about his own family to emphasize some of the immigrant themes that inspired aspects of the show. He had a brother who reinvented himself elsewhere away from family without resolving issues, and all the ramifications of that were explored in the show through Rose Quartz. (He is careful to say he doesn't think his immigrant experience is like being from another planet!) But he did say you can hurt your old family even if they were toxic or didn't know the real you, and you can hurt your new family by hiding your past. The Pizza family of course was also a more direct reference to Ian's Ghanaian family.
In talking about the new Fusions from this episode, Sunstone is largely described by Miki, who also got to board the Sunstone section. Sunstone was described as a cool 1990s character and the evolution just continued into making them a fourth-wall-breaking PSA dispenser. Obsidian is also discussed, with their sword being an early concept. Steven Sugar said they totally knew it would be forged in action. Obsidian being similar to the Temple design is of course another very early detail.
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The story of how James Baxter got involved with one of the final scenes (Organic Steven and Pink Steven fusing in front of White Diamond) was shared. His family was fans of the show and Rebecca Sugar took the time to drive to a birthday party for his daughter and give her a drawing. He then owed her a favor, and this was it.
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Concept art is again included, this time with sample boards, promo images, a Diamond fight concept, costume design changes for the Gems, new Fusions, the so-called "Mega Diamond" ship conglomerate, some scenes from the White Diamond confrontation, Pink Steven, multiple pages of James Baxter animation, corrupted Gems and their healed selves, and photos from the "Change Your Mind" premiere and some awards. The show has won one design-related Emmy, a Peabody Award, and a GLAAD award.
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6. STEVEN UNIVERSE FUTURE
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The book doesn't cover the movie because it got its own book, but dives right into Future. Ian Jones-Quartey emphasizes that the movie and Future are separate and different from the original show, which ENDED. After all, after that, Steven has a neck!
Some new names are invoked now: new writers Kate Tsang, Jack Pendarvis, and Taneka Stotts. They were excited to have Steven make HIS OWN mistakes instead of trying to clean up someone else's! Now, instead of doing the usual shonen anime thing and having the final battle be a big physical rumble, Steven has to make peace with himself and take an active role in coping with what all the fighting has done to him and what effect it's had on who he is (and who he wants to be). There is no sudden "I love myself!" answer, either. It's always a process.
Drew Green and Maya Petersen, who came on board as storyboarders officially in Future, also weighed in on writing for a "mature" show, how to deal with Steven being a "moral compass" while being sort of unreliable, and what they learned as Crew that they didn't know as fans. Drew didn't know Garnet never asks questions. Jack didn't realize the show never deviated from Steven's point of view. Taneka was nervous but excited to collaborate. Kate was worried about how established the show was and what to do as a new writer to contribute appropriately.
Maya was on the old Crew but not as a storyboarder, so felt like some of the "old" ideas ended up not being appropriate for the "new" Future in an embarrassing way--and dreaded the idea of dealing with Steven's emotional problems when they were similar to stuff she'd been through. She also was personally behind the idea of Steven wanting to dump his problems by becoming Stevonnie, and got to work with Etienne Guignard on inventing the Pearl creation backstory with Volleyball.
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There's some discussion of "depression hobbies," stress, and the show's pacing. And they say Etienne was entertaining at pitches. There's even some discussion of how Greg is taken off a bit of a pedestal because his terrible restrictive life in the suburbs sounded wholesome to Steven and Greg presented it negatively.
And then there is some information about how the Crew felt behind the scenes due to fan reactions and negative press. Ian discusses feeling offended when the Black characters are described as bad examples, as if their cartoonized but realistic-in-context features are automatically caricatures.
Rebecca Sugar felt beaten down by some of these narratives and began to access mental health services, inspiring some of the content of "Mindful Education." A long reflection from Rebecca discusses people's infighting about her show and what she had a responsibility to show or not show in the story. She learned a lot about bullying from Cartoon Network's anti-bullying program and learned that bullies thrive on whatever attention you give them--unless it is made clear to them by a peer group that no one is impressed by their cruel actions. Also, not all negative feedback is bullying. Constructive criticism is different. Self-awareness can help you avoid internalizing what bullies might do or say to you.
Segueing from the discussion of how people are affected by and connect with the show, we then discuss how they chose as a team what should be covered as the show came to a close. They didn't have time to do quite a few stories they wanted time for, like a Rhodonite story, a Lars side story, and Diamond "prehistory" and religion; all of it was put aside for the main arc with Steven.
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They thought people would find those stories about Homeworld and Off Color history very interesting, but so much of the show had been about Steven's Gem adventures, so keeping him mostly on Earth seemed appropriate. The acknowledgment of his battle damage, of his trauma, was necessary and real, and helpful in an important way to the core audience.
Oh, and there was some stuff about a cheeseburger tree. Don't ask.
In discussing the "reverse escapism" of the original show (Gem aliens are intrigued by everyday human culture, and realism is necessary), Rebecca says her views have changed on escapism and gets why some people want a soothing feel-better show. She acknowledged also that her own escapist dreams-come-true fulfilled in the show didn't feel like escapism because they were givens to the majority of mainstream culture, but were never guaranteed to marginalized people.
Rebecca ties in her several-times-told story about "Love Like You" and how the middle bit was when she didn't feel she was worth looking up to, and the realizations she had to tie the beginning to the end. Feeling like someone will like you less if they know you more is terrible. So sometimes a show like this can be helpful in telling people that they belong when their fantasies are things like "I want to be loved" and "I want to know I exist."
In Future, Steven has to connect to who he is and love that person--and understand that person enough to finally feel that even if he's not fixing their problems or saving their world right this second, Steven deserves his family's love and support, and they WANT to give it to him.
There's a huge amount of supplemental material in this section so there's no way I could name it all. The charts for Future's timeline are pretty straightforward, though a few episodes like "A Very Special Episode," "Why So Blue," "In Dreams," and "Bismuth Casual" aren't specifically represented and a couple are in a different order ("Prickly Pair" was conceived as happening after "Fragments" and "Homeworld Bound").
Steven feeling like a monster, having intrusive thoughts, having not forgiven the Diamonds, and getting help/moving on--it's all there.
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We have keys, color scripts, and boards for the new opening and some various backgrounds and storyboard art from episodes. Model sheets for Shep, Nice Lapis and Mean Lapis, Jasper, Steven Tag Gems, Pink Steven Powers, Monster Steven. New house concepts, Era 3 Homeworld concept art for the Diamond environments, and background art for the Reef.
New Connie and Greg designs. Concepts for Mega Pearl, the Rose Quartzes, Bluebird, and Morganite (who didn't get used). And there are some photos from recording and the conference room. There are even some extras from "Crossover Nexus," the crossover with OK K.O.!--including an unused cut scene that included Ruby and Sapphire fighting. The rest of the book is a bunch of adorable Crewniverse art--extras, blog drawings, promos, and gifts to each other.
NOTABLE
1.
The first timeline chart in the book features a cool sketch of the original Off Colors, which at the time this planning document was drafted included unused Off Colors Flint and Chert.
We knew of their existence already because of an episode of the podcast, but these two unexpectedly appeared as incidental characters in the Steven Universe Future episode "Homeworld Bound," identified only in the credits. Sad to think that instead of banding with the Off Colors, these two were probably shattered for their crime (being Quartzes who don't want to fight) and that's why we see them being repaired in this episode. Later, there's some brainstorming for types of Off Colors and "a Ruby that wants to wear limb enhancers" is mentioned as well.
2. 
It looks like there was also originally more juice to the story of tracking down the events of the war culminating in Pink Diamond's assassination.
One of the timelines talks about Steven thinking it makes sense that Pearl can't talk about her involvement because she might have been a double agent, explaining why Rose Quartz always knew what Pink Diamond was doing. It seems like that bit was supposed to be included in Garnet's version of the story she believed in "Your Mother and Mine." Seems like they originally conceived Garnet's story to inspire the Off Colors to become pirates and freedom fighters, though in the show's canon this storytelling happened after Lars had already reinvented himself the way he did.
Sadie was also supposed to be sending letters to Lars via Steven, which is funny since the "Letters to Lars" episode is just a montage Steven letter. And of course it's specified that Steven was supposed to get Pink Diamond flashbacks by going to the Palace on Homeworld.
3. 
The second chart in the book makes references to Sadie's reinvention of herself as a parallel to Lars, Greg, and Pink Diamond all doing the same thing, and how positive it is to embrace such a thing--a version of yourself that YOU create.
I love that Yellow Diamond's arm ship arm-wrestling the Cluster was always part of the plan.
There's some more explicit direction to have Connie help Steven understand the Diamonds as "strict parents," and a lot more emphasis on everyone realizing Rose had been inspired by THEM rather than them all following her.
White Diamond is presented here as if she thinks of Pink Diamond as a "daughter" (whom she now understands she has "lost"). There are notes on how the Diamonds have a responsibility to their children and should attend to it before just continuing to make more.
4.
One of the concept art images for the Off Colors features Rhodonite crouching by Padparadscha saying "Don't worry, I won't let them hurt you." It's very interesting because she DOES seem to protect Padparadscha in the show, but doesn't seem confident about it in her final version, even though it does seem like she'd be "programmed" to guard aristocratic Gems because of her Ruby and Pearl makeup. Cool.
5.
A "Crew Cameos" spread was included, which is of great interest to some of us who loved seeing the Crew insert themselves into the show. Not every SU Crew person who's been represented in a crowd was there, but this crowd included Amish Kumar, Kat Morris, Amanda Winterstein, Angie Wang, Lamar Abrams, Emily Walus, Mary Nash, Joe Johnston, Christy Cohen, Danny Cragg, Hilary Florido, Danny Hynes, Matt Burnett, Ben Levin, Elle Michalka.
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6.
The official national flower of South Korea, Hibiscus syriacus, is the name of Pink Diamond's flower.
7.
One of Steven Sugar's comments about the silhouette difference between humans and Gems points out that humans have ears. This seems to be pretty good confirmation that they are not supposed to have ears, despite that sometimes we'll see ears drawn on them in some frames.
8.
Rose Quartz/Pink Diamond is characterized in this book as "self-hating" in a really interesting way, saying that because she believed she was not capable of compassion, she practically worshiped those who demonstrated that ability and thought they were so much better than her--which is described as "intoxicating" and resulted in others being drawn to her. How interesting is that!
9.
Timelines reveal that early plans for Pink Diamond's first Pearl originally had her getting destroyed by Pink during  a game, and then her destruction was rewritten as a punishment from the Diamonds after Pink Pearl defended Pink Diamond to the other Diamonds. They went back to the idea of her getting hurt by Pink for the final version, though the cracked face and control by White Diamond was not on the agenda until they started writing "Change Your Mind."
10.
The approximate ages of the major characters, based on emergence, are revealed on these timelines. It begins with a cracked-planet-looking graphic depicting four tiny Diamonds emerging at 20,000 years ago. Some suspicious "blacked out" redacting surrounds a long timeline tail that goes back before that, which may mean there are secrets they still don't want to reveal. But the dates go like this:
20,000 years ago: The Diamonds emerge.
11,000 years ago: Pearl is custom-made for Pink Diamond.
8,000 years ago: Sapphire emerges (on Homeworld).
6,000 years ago: Ruby emerges (on a colony).
5,750 years ago: Garnet is formed.
5,600 years ago: Lapis is poofed and put in the mirror.
5,200 years ago: Jasper emerges (on Earth).
5,050 years ago: The Cluster is planted.
5,000 years ago: Amethyst emerges (on Earth).
4,500 years ago: The Crystal Gems found Amethyst.
3,000 years ago: Peridot emerges (on Homeworld).
40 years ago: Pearl found Lapis's mirror at the Galaxy Warp.
And of course we know 14 years ago Steven is born!
11.
Originally the Diamonds were based on a quartet of themes: Love, Fear, Pride, and Sorrow. It got too complicated to keep and it was abandoned, with Pink's identification of "love" being described as "particularly outdated."
12.
Notes on a sketch say that Pearl was inspired to become bold and unashamed because Pink's questions drove her to have opinions, and it's said that Rose "fell in love" with her boldness.
13.
Rebecca tells the story of driving off a ridge and getting stuck in the desert, comparing this to Ruby's tumble during her Wild West adventure and using it as inspiration. She's told this story before but here it is in print. She also included the story about using the flowers from a friend's wedding to put in Ruby's hair.
14.
Rebecca describes having to "fight" notes she was given when it had to do with Ruby and Sapphire's relationship. One she describes as NOT fighting was for a signing card depicting Ruby and Sapphire dancing. It was called "too romantic" and she decided not to worry about it since it wasn't the actual show content.
She was also scolded over her book The Answer because the powers that be expected her to downplay that relationship. She always argued that queer youth deserved these things.
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15.
Tom Herpich describes being inspired to name Blue Diamond's comb "Comby" because he was watching the news about Comey getting fired from the FBI. It's also a mineral-related term and I always assumed that reference was intentional, but maybe it's not and this is the only intended significance to Comby's name?
16.
Rainbow Quartz 2.0's design is not discussed, though the other two new Fusions from "Change Your Mind" (Sunstone and Obsidian) were. RQ2 has some sketches included, but no accompanying narrative in the text.
17.
A sheet of corrupted Gems and their healed selves is offered, though it doesn't appear to be final. The obelisk in "Serious Steven" is labeled Albite. The unnamed Worm Monster, Desert Glass, and Watermelon Tourmaline are included. An unnamed birdlike Gem represents the Big Bird monster from "Giant Woman." The crab monster from "Arcade Mania" is labeled Blue Chalcedony. The Tongue Monster is drawn uncorrupted but not named. The Flower Monster from "Back to the Kindergarten" is labeled Grossular Diopside or Titanite. The invisible monster from "Island Adventure" is labeled Moonstone. The Lighthouse Gem is labeled White Topaz. A form for Larimar that was used in "Change Your Mind" but changed in Future is there. The Slinker is listed as Chrysocolla. And the Crab Monster is listed as Aventurine.
On the next page, this is changed to Bixbite (as it was in Steven Universe Future), and we then also have Lace Amethyst, Blue Lace Agate, Crazy Lace Agate (Fusion), Ocean Jasper, the Mother Centipeetle Nephrite (Facet 413 Cabochon 12) and three other Nephrites, Angel Aura Quartz, a hooded Jasper, Zebra Jasper, Biggs Jasper, Watermelon Tourmaline (labeled as Fusion of Gem * Onion--huh?), Snowflake Obsidian, "Little" Larimar, and Orange Spodumene (who was the Worm).
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18.
The Rhodonite side story would have been about the love story of a Ruby and a Pearl working for Morganite. Images of Morganite and her servants, unfused, are in the book. We do not get this additional information, but Rebecca said in a panel shortly before the book's release that Rhodonite's story would have been about finding out that she had been Rejuvenated 17 times because her components kept falling in love and needing to be reset.
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19.
Referring to the Diamonds on one of the charts, Steven's perspective is "I can't believe I helped these" and then there's a censor bar. Welp.
20.
Some included art by Hilary Florido features Kevin with a souped-up Koala Princess car and another where Kevin is staring at himself in the mirror in front of an altar to himself.
21.
Rebecca's sweater collection is included in the Crew art.
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[SU Book and Comic Reviews]
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