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#layered game?
stil-lindigo · 1 year
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prodigal son.
a sort of epilogue for God of War Ragnarok, since I miss these two so much.
support me on patreon
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ineed-to-sleep · 1 month
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Blacked out in front of my tablet and woke up with sketches of my Touchstarved mc + Kuras my beloved. woops
#I found out dr. kuras is 6'6 I said hold on lemme get a stool so I can climb this man#touchstarved#touchstarved game#touchstarved kuras#kuras#sleepyscribble#oc.emma#my mc is meant to be a self insert but also like. I wanted to come up w a design and character arc and everything jkvkvk#so I ended up basing her on my personality/looks but taking her into a direction that would fit the game#she's like. me but 'characterized' and a bit exaggerated for the sake of being a character yk#the way she turned out is that she's basically a friendly happy go lucky mage who laughs at her own misery but hides#a deep layer of self loathing underneath all that bc of her curse#having been cursed all her life she believes she's a monster and the sunny personality is a way for her to 'make up for it'#but at the same time she feels like a farse. like she's only luring ppl in to an inevitable demise#and she thinks she's selfish bc despite knowing the danger she poses she still goes out there and puts herself among ppl#bc she craves human connection. even tho she feels guilty for 'indulging' in it#anyway I love the cursed mc concept in this game <3 it's been really interesting to think abt how that would affect someone#also I kept her physical features looking pretty much like mine#bc I wanted to draw myself in a cute way. teehee#but the clothing I was basically thinking like. early game simple clothing that she didn't rlly pick for herself#and maybe later I can have an updated design w something she would actually pick for herself
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zzoupz · 6 months
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condemnation of memory
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kaisumisucreations · 7 months
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did anyone order a metric fuckton of ghost holow nite
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obsessed with the skin for rw actually, feat. @lightosoul
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ghost deserves to have swag wings
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obsob · 1 year
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autism 2 autism communication
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peevishpants · 7 months
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ad astra abyssosque
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I was watching dnp in 2017 and it inspired me to make this piece. I have a lot of little references from 2011-2024 and I spent way too long on this piece but I really like how it turned out and I hope you do too!
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akl-sketch · 8 days
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Excuse me, waiter? Sorry, it just seems like there’s a lot of blood in my dating simulator.
This might be my most ambitious project yet! I’ve been working on it since February and it’s finally done! I tried to mimic The Arcana the best I could - I am amazed by that original style. It’s so beautiful and clean and Dana Rune, Nikolai Ladizinsky, and Veronica Lieske created so many illustrations that are decadent as a chocolate fountain. I also found the original font and altered it slightly to make it feel a smidge more stylistically cohesive.
I chose the Shadowlands camp as a setting since it seems like that tends to be the relationship solidifying set for a lot of these characters. Who’s your go-to choice?
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fawningbruises · 10 months
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Demon Prince of the Gloom
(TOTK AU: if Link had received Ganondorf's arm instead of Rauru's)
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sea-buns · 22 days
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I have never wanted an uncut episode of Game Changer more than I do for Bingo
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helloyesamwoman · 4 months
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"You were beautiful. Your antenna outstretched, piercing the heavens and reaching to god. Even if you fell eventually, you were salvation. You were the saving grace to humanity being the higher life form of them all. You shall be reborn. And from those ashes you will finally get your well deserved death."
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savabbba · 9 months
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just finished this after MONTHS!!!
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dragonpropaganda · 2 months
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
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The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
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These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
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Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
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But let's take a closer look, shall we?
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See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
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This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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literalfuckingfreak · 6 months
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“you never felt the call of the divine, astarion?”
“oh, i tried them all. none of them answered.”
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deezilpum · 5 months
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nora: andrew and neil don't do this because it's not something they're comfortable doing. this is not something that bothers them, they have no desire to do this thing. here is three books to show how in character this lack of desire is for both of them.
half the aftg fandom: here is a whole bunch of fanart and fics of andrew and neil doing those things because it's cute and if they don't their relationship is toxic. nora doesn't know the characters like i do
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strrwbrrryjam · 1 month
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"we need more complex female characters," you guys can't handle molly o'shea, mary gillis, abigail roberts, sadie adler, tilly jackson, marybeth gaskill, karen jones or susan grimshaw.
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