Tumgik
#Production
one-time-i-dreamt · 26 days
Text
The hot new thing on Tumblr was the 2008 Royal Shakespeare Company production of King Lear with Ian McKellen, so every meme and reaction image was just screencaps from King Lear.
484 notes · View notes
389 · 1 year
Photo
Tumblr media
The Art Of Production: Floating Points
4K notes · View notes
davidsvest · 10 days
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Thank you Al McClelland, now I know that the Mess Hall has magic windows and that The Quartermaster has a secret door in his store
201 notes · View notes
heilos · 1 year
Photo
Tumblr media
Arthur gawks at the Mystery Skulls Animated January Update Time for the monthly music video update! Paperwork!  The most thrilling of activities that I'm confident all of you are just bursting at the seams to hear about...!  ...Yeah this month was a bit bogged down by paperwork both personal and video related. Regardless, video progress still marches on.  Rough and cleaned up shots are still coming in.  Background artists are ramping up and doing concept work for areas new to the video.  A particular focus this month was on writing the end sequence, so that we can finally solidify that in animatic form.  We are pretty close to wrapping that up so February we'll probably have something more juicy to share on the next update. Full patreon update: HERE
2K notes · View notes
anherosixtynine · 8 months
Text
Tumblr media
Audio Engineering, Gaming, and Cars 😎
524 notes · View notes
mapsontheweb · 4 months
Photo
Tumblr media
Tomato production in the European Union.
by ErwanRivault
256 notes · View notes
thenhc · 6 months
Text
Tumblr media
320 notes · View notes
devsgames · 2 months
Text
On Scoping And Idea Management for Games
I started my teaching gig (which is incredibly chaotic but I'm very much enjoying it despite that) and I noticed a really consistent theme with some student project pitches around the idea of planning and scoping projects. Some advice that I gave them that I think is worth repeating and reinforcing here:
You are not a AAA studio. Do not plan to make games like a AAA studio.
If your concept, premise, pitch or idea of a game that you actually want to finish contains elements, mechanics or concepts that is predominantly executed by AAA studios, please for the love of god don't expect to be able to execute them without brutally interrogating them first.
Things like: Soulslike game balance, 'open world', heavily systemic design, online multiplayer, complex mechanics, etc. You know, things you largely only see AAA studios (or very experienced dev teams) complete with any semblance of success. There's a reason many of these are only executed by large teams.
This isn't to say it's impossible to execute on these ideas or that it's not worthwhile experimenting with it a little, but if you're going into it with little previous development experience and expect to come out the other end with a 'finished' thing, you're overscoping and setting yourself up for failure.
Ever notice how AAA studios even struggle to execute complex concepts like that? It's not (always) because of mismanagement, but also because it's often overscoped for them too and they are incredibly hard to execute. AAA studios often work on concepts and premises which require a lot of resources to do so effectively. Indie studios don't often make these kinds of games for the same reasons, because conceptually it will easily explode your scope out of the water. Some try, and you can often feel how stretched thin they were.
The point is, you (assuming as a reader that you're an individual with no 'fully' shipped titles) are equivalent to...basically 1/2 a person at an average indie startup. If you have a team, then you're basically the size and scale of a small indie team. Realistically, in all likelihood, you do not have the knowledge, experience or time to do it anywhere nearly as well as a full-time studio production.
And I get why people fall into this trap!
We draw inspiration from what we see most and what we like, and don't often challenge our assumptions about them - it's why we see something like a Batman Arkham Asylum combat system or Photorealistic graphics and say "yeah I could do that easy" without realizing it's actually really really hard to do in the first place, let alone really get right. Studios are notoriously secretive about process, and the reality is there's months and months of unseen work behind pretty much everything.
We also tend to use blanket terms we're familiar with to define our works, as opposed to more fitting terms. For example, some people might call something like Journey an "open world" game, despite the fact it's not strictly an "open world" but rather a linear one with a non-linear presentation.
As a solo developer I too constantly make this mistake of over-scoping or underestimating just how hard it can be to execute on certain concepts or ideas.
Avoiding It
So how do you get around accidentally writing cheques only well-equipped studios can cash? You need to interrogate your ideas a lot more.
Okay, now ask yourself: Is it mostly a premise that is done by people operating at around your level of resources, or by dedicated groups with tons and tons of employees? Has anyone done your mechanic at a small, simple scale? How many studios have done it? What size were they? How many resources do they have? If anyone has executed a similar idea, how many resources did they seem to have to do it? What corners did it seem like they need to cut to get there? Ask yourself how often you see concepts like yours, executed at scale like yours. Ask yourself why that might be.
A generic example to run with: "I am going to make an open world exploration game where you can climb anywhere, with tons of content and things to do".
Ask yourself some of the above questions, and also interrogate all your definitions. What do you define as "open world"? "exploration"? "tons"? "anywhere"? "Climb"? What do these words, specifically, mean to you? Are these reasonable and realistic expectation for the amount of time you have for this project? Have you already executed on any of these before, and how many are unknown to you?
"But Devon, my idea is unique and no one has done it before! I have nothing I can compare it to!"
Nope. Sorry, just no - you're wrong. Maybe they've not done it exactly like you envision it, but I promise you that at this point in time someone has done virtually everything in games before, you've just not heard of it yet. I have yet to hear someone describe a game that didn't do anything I hadn't heard of before to some degree or another. Ask some friends for references and take more time to do research - you'll find parallels if you dig enough.
Execution
If by now you've realized you might be in over your head, you might still be able to do it if you plan very smartly around it and accept scoping down.
I could talk forever about how to break down your scope into something that is more manageable (and probably will in the future), but I'll keep it focused on this idea of interrogating definitions for now.
Running with the "open world exploration game where you can climb anywhere, with tons of content and things to do" example.
Plan to do only one of the verbs in your game really well.
"Climbing" - you could spend forever building a game just around that verb, and people have! Getting Over It With Bennet Foddy. Doodle Jump. Grow Home. People have done this, and even those games tow the line of being complex to make.
"Open world" - this one is very heavy, but make it just about walking around. Challenge the assumption that an open world isn't enough and that it needs 'content' - just make walking around the world really fun. Dear Esther, Proteus, Passage, Beginner's Guide.
"Exploration" - this verb is vague and takes many forms, and while it can easily be dangerous if it gets too big, it can still be small and engaging. A Short Hike, Umurangi Generation, Hidden Folks. You don't need mechanical complexity or depth to make something fun.
Start from that and then expand. Maybe you get to a point where your climbing is really fun and good and you don't even need to add tons of things to do, or open-world mechanics. Maybe your open world is so easy to do that climbing becomes the thing you spend your time on.
---
Essentially the point here is to not assume that because you've seen something done before it's easy to execute on, nor that you should simply run with concepts without fully understanding what you mean when you come up with them first. It's going to not only save you a lot of time and stress, but also more likely to put you in a position where you'll be able to actually finish what you started.
This is also only the tiniest portion of my thoughts on scoping here, so I'm sure I'll add more to this down the road. :)
164 notes · View notes
Photo
Tumblr media
𝔒𝔯𝔦𝔤𝔦𝔫𝔞𝔩 “𝔑𝔞𝔷𝔤𝔲𝔩” 𝔞𝔯𝔱 𝔣𝔯𝔬𝔪 “𝔏𝔬𝔯𝔡𝔰 𝔬𝔣 𝔱𝔥𝔢 𝔯𝔦𝔫𝔤𝔰” 𝔟𝔶 ℜ𝔞𝔩𝔭𝔥 𝔅𝔞𝔨𝔰𝔥𝔦
565 notes · View notes
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Vincent Price during a production of Angel Street (1941-42)
232 notes · View notes
anarchistin · 8 months
Text
Tumblr media
as a communist i do not care abstractly about questions like "will i be able to acquire this commodity at exactly the same rate in exactly the same locations" because the way they reach distribution centers is premised on exploitation, violence, and in many cases genocide
those people matter to me, the people whose lives were transformed into cogs for profit. for extraction. thats the relationship i want to change.
if that means less bananas fine. if it means more bananas fine. bananas arent the aim. emancipation is.
source
399 notes · View notes
Tumblr media
171 notes · View notes
aashish0470 · 7 months
Text
Tumblr media
The engagement of this effect >
161 notes · View notes
heilos · 2 years
Photo
Tumblr media
New monthly update for Mystery Skulls Animated! Our showcase for this week is some Murder Mystery animation from the intro segment!  As we've said before it's getting.... *EXTREMELY* difficult at this point to show things off that aren't horribly spoilery so Murder Mystery might be stealing the spotlight for a bit. Read more on Patreon: CLICK HERE! 
6K notes · View notes
karlrincon · 10 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
‘Finding Nemo’ was released 20 years ago today.
274 notes · View notes
maxwellatoms · 9 months
Note
I’m in my late 20’s and still feel like I haven’t found myself or a career to move toward. How old were you when you finally started to figure all that out? I always loved drawing but I recently became disinterested and I’ve had a hard time finding something to do with myself
I thought I had it all figured out by age 14. I wanted to become an animator! Nearly thirty five years later, I wonder more than ever what my future career will be. Maybe I'm being a Negative Nelly due to the state of the industry, but I do begin to wonder if it's wise to bank everything on Kids TV Animation.
If it makes you feel any better, I become disinterested in drawing too sometimes. I love to draw, but occasionally it's like pulling my own teeth to get myself to do it. And then I finally do it and suddenly I'm in love all over again.
I just booted up the ol' work computer for the first time this month, so we're gonna see how this goes. It sounds like the Millenium Falcon when it refuses to jump to Hyperspace. Fingers crossed!
211 notes · View notes