My old Darkest memes 2021
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My fan designs for the Ivory Tower series !
currently they’re being featured inside the Detective Digest!
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Jumpscared by 45 notes out of nowhere but it was just argumate reblogging that Civilization post again.
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Qi Shiyi WIP that I will definitly finish someday, yes
Created: Feb 23, 2023
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Last minute OPH stickers…
I’m so tired _(:_」∠)_
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Alva and Qi Shiyi from Identity V
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Can you guys imagine how much I would learn about Stefania if I had research access to even one (1) relevant archive in Poland or London. I've learned everything so far via digitized publicly accessible records coordinated across 15+ databases, befriending antiquarian booksellers, and bothering friends in Kraków and Warsaw with university library cards. Once also memorably a friend begged a favor from HIS friend to scan a manuscript from an archive where that friend-of-a-friend was employed. I am so dedicated to the crackpot project of this Anglophone Stefania Zahorska biography for which there is no conceivable audience
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After its rejection by the marketplace, Jordan Mechner quietly closed down Smoking Car Productions, retrenched and regrouped, and jumped back on the horse he’d rode in on. His next game was 2003’s Prince of Persia: The Sands of Time, a massive worldwide smash that recouped all the money he’d blown on The Last Express and then some, making him once again a very wealthy man. He elected not to squander his second fortune on any more esoteric passion projects. And who can blame him? The Last Express is the sort of crazy creative gamble that most commercial artists dare to take only once in their lives.
Still, you didn’t have to look too hard at The Sands of Time to see that his train game was still exerting an influence over him: the new game’s central innovation, which a new generation of critics were soon elbowing one another out of the way to praise and analyze, wasn’t really as big an innovation as most of them believed it to be, being a rewind mechanic similar to the one found in The Last Express. Transplanted into a platforming action-adventure, it actually felt far more natural. This, folks, is how game design inches forward.
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