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#swtor asset art
starettethestar · 10 days
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I believe the practice sabers and decoration from Arcann's date night are handmade by him. Of course, he is a man of intense devotion!
Did you know? The plaque on his decoration says "my purpose lies with you" (a quote from Unmasked Regret) in Aurebesh.
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baraste-legacy · 1 month
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Just my dumb boi Samro again.
(SWTOR assets-based 3D art)
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roamingswtor · 10 months
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Reena Roamer, my Twi'lek Smuggler
wanted to try somethin a lil different from my usual dress up/ref sheet style pieces
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direbeastrex · 1 year
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If I was to offer digital-only goods for sale on Ko-Fi, with a Pay What You Want or <£5/$5 price, what would you like to see?
Fandoms/IPs I'm familiar enough to work within:
World of Warcraft
Final Fantasy 14
SWTOR
Elder Scrolls
Guild Wars 2
The Isle
Path of Titans
Beasts of Bermuda
Draconia
Day of Dragons
Ark: Survival Evolved
Assassin's Creed
Spyro the Dragon
Valheim
Flight Rising
FNAF
Dungeons and Dragons
Pathfinder
Vampire: The Masquerade
(And the rest of the World of Darkness, gimmie your werewolves to draw!)
How to Train your Dragon
Like Every Animated Disney Movie
Most of Don Bluth, Rankin Bass, Ralph Bakshi, and other Non-Disney Studio 2D animated feature films (The Flight of Dragons, The Last Unicorn, Primal, Balto, Wizards, Fire and Ice etc)
Homestuck (yes I am genuinely at that point of desperation how could you tell)
Watership Down
The Complete Works of Shakespeare (i am 100% serious)
Goncharov (lmao)
Bear in mind this list isn't exhaustive, and I have absolutely certainly forgotten something, or I am always happy and willing to do research ahead of time!
I am also of course open for commissions for fan art within these fandoms and IPs too- check my pinned post for my prices, and my full info and ToS can be found at direbeastrex.carrd.co
And of course, please give my Ko-fi a follow to see what goodies i might be putting up for sale!
Let me know what you'd like to see more of- or what you wish got more love in general- I'm really curious to see how best I can serve y'all with my art!
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kunoichi-ume · 2 years
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I posted 1,884 times in 2021
117 posts created (6%)
1767 posts reblogged (94%)
For every post I created, I reblogged 15.1 posts.
I added 237 tags in 2021
#swtor - 64 posts
#ffxiv - 35 posts
#oc: noara starspark - 27 posts
#fic rec - 26 posts
#i love this - 20 posts
#wwe - 16 posts
#ume travels - 13 posts
#omg - 12 posts
#torian cadera - 12 posts
#chaos art - 12 posts
Longest Tag: 129 characters
#though i am sad the pretty half pony tail look an npc on dantooine has isn't included in this cause it would be perfect for noara
My Top Posts in 2021
#5
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Okay holy crap. Noara looks amazing. I was blown away by your sketch you sent me the other day but cleaned up, with colors and everything? I love this so much. I don’t know whatelse to say other than that something this amazing needed a drabble so here is my first offical Space Wrestlers AU fic, inspired by this amazing, stunning picture.
Story: Unnamed Wrestler Noara Au
Word Count: 1113
Characters: Noara AKA “The Starspark”, Emah Keqara AKA “Kayo Blitz”
Noara sat on the bottom rope, reclining against the middle one, as she watched her opponent enter the arena. The roar of the audience was a mix of cheers and jeers, loud enough she could only just hear Kayo's theme music. She smiled, remembering how the crowd had cheered for her own entrance. Her character had been carefully constructed to be a fan favorite, a baby face they called it in the business. Against a wild, aggressive character like Kayo she was easily the favored wrestler.
That by no means meant facing the larger, stronger, Bothan woman would be an easy task.
Kayo struck her signature pose and howled before surprising Noara by sprinting the rest of the way to the ring. She dove under the bottom rope, sliding onto the mat and rolling up to her feet in one seamless, impressive move. With a glance to make sure Noara wasn't going to attack right away, Kayo turned her back and jumped up to the middle rope in the corner, almost straddling the turnbuckles and pumping her fist in the air. The crowd roared, their excitement for the coming bout building.
Noara stood, walking to the side of the ring opposite Kayo's corner, as the lights came on. The referee, a dark furred Cathar she hadn't worked with before, entered the ring and after receiving a nod from both women signaled for the bell to start the match.
Wasting no time, Noara rushed Kayo as the bell's chime still echoed around them. Hitting Kayo with a forearm to the chest, pushing her back toward the turnbuckles, she followed the strike with several body shots. Against someone like Kayo, her speed was her asset, one she needed to take full advantage of.
The Bothan was initially stunned by her barrage and Noara grabbed her leg, wrapping the limb around the rope so it rested behind the knee. Jumping to give her movement more momentum, she pulled hard on her leg. Kayo cried out as the unprotected back of her knee hit the tightrope.
Then the ref was there, telling her to get out of the corner. Kicking Kayo once in the gut, Noara stepped back at the count of four. Not doing so before a five count would be a disqualification and Noara had no intention of losing, even by a technicality. Taking several quick steps toward the opposite corner, Noara spun and sprinted toward Kayo, diving right before reaching the Bothan in an attempted spear - a shoulder hit to the opponent's midsection.
But Kayo had recovered more than she expected, diving to the side, and Noara was unable to stop herself before her shoulder connected painfully with the metal pole in the corner. She groaned, holding the ropes to stop herself from sliding out of the ring onto the barely padded metal flooring below. Strong arms wrapped around her middle and before she could counter the move she was flung backwards, over Kayo's head and released. Her body flew halfway across the mat, and though she tried to roll with the impact it still knocked the breath out of her.
Never one to let an opening pass by, Kayo was on her again, growling like the animal her character often mimicked. She picked up Noara, easily manhandling her smaller form, lifting her above her shoulders. She was setting up for a devastating blow, one of Kayo's go to moves, where she threw her opponent over her shoulder and hit them in the face with her knee on their way down.
Shaking off her daze, Noara twisted in Kayo's grasp, managing to get her legs wrapped around one of the Bothan's arms and locked her arms around her neck. Kayo dropped to her knees, balance thrown by Noara's weight shifting, Pressing down, Noara forced Kayo to the mat and tightened her thighs around her arm, wrenching the limb in a direction it was not meant to go. Her gras shifted, hands grasped across the end of Kayo's snout and she pulled backward. The stretch in her neck would hurt, as well as the unnatural pull on her shoulder. It was a modified armbar, one that had worked well for Noara in the past.
Taking stock of her position, Noara smiled when she saw they were directly in the middle of the ring. Reaching the ropes, even just getting a limb under them, would force Noara to break the hold or risk disqualification.
"I got you Kayo!" Noara shouted her jeer to be heard over the cheers of the crowd, "tap out!" Kayo squirmed beneath her, trying to dislodge the smaller woman but Noara held fast. She wasn't the strongest wrestler in the business but she was like a Boohar Pitbull when she got her fangs into her opponent, she didn't let go unless physically forced to.
On the other side of Kayo the referee was practically lying on the mat, his face inches from Kayo's asking if she wanted to tap. The Bothan shook her head, as much as she could with the brutal hold, and growled. Noara arched her back, increasing the pressure of her hold.
With another grunt, this one more exasperated before smacking her free hand against Noara’s arm repeatedly. Tapping out. The ref pushed to his knees, shouting for the bell and ordering the hold be broken. Noara gave one last pull of her arms, for good measure before releasing her grasp and rolling off of Kayo's body. The referee rolled Kayo onto her back, leaning close to speak to her - checking that she was alright.
After judging her well enough not to need the medics called he jumped to his feet as the announcer declared Noara the winner. The referee held her arm up in the air as her music hit and Noara whooped with the crowd. She spared a glance down at Kayo, noticing how the Bothan was rubbing at her snout. and fought the instinct to grimace. She was going to owe Emah a beer for that one, she knew the woman hated submission holds and even more so hated being forced to tap.
But for right now that didn't matter, Emah would get over it and both had come out to the ring determined to win. For Noara it was more than that. It was an opportunity. To show that even a little thing like herself could overcome any challenge, that she didn't have to resort to her connection with the Force to make it happen.
That Noara, the independent woman and not the Jedi she had once been trained to be, was strong enough to conquer her own demons. Even it was just for entertainment.
34 notes • Posted 2021-05-02 17:38:09 GMT
#4
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47 notes • Posted 2021-09-09 23:17:58 GMT
#3
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Look who I met this weekend! I got a picture of him being a dapper af gentleman (cause he didn’t have a King Richard print sadly) and brought a print of @dingoat‘s beautiful art for @cinlat because I couldn’t meet Aric Jorgan’s voice actor without getting an Aric and Fynta picture signed for Cinlat. He really liked the art and asked who did it and said it was “very cool” that I had special art for him to sign. Only got to talk to him for a moment but he was super nice. I literally went to this convention just to meet him and it was totally worth it.
50 notes • Posted 2021-09-20 17:56:30 GMT
#2
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82 notes • Posted 2021-08-01 21:42:59 GMT
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I am dead. This picture @commander-sarahs-art did of Noara is so great it slayed me. I’ve been sitting on this all day because a quick post while I was at work wouldn’t do it justice. I love everything about this. Noara’s new hair, the expression on her face, the armor - as in the armor Torian gifted her because her idea of battlewear gave him grey hairs - the beautiful background, her sabers. I love everything about this, just all of it. Thank you Sarah for taking such good care of my girl!
135 notes • Posted 2021-02-05 01:31:27 GMT
Get your Tumblr 2021 Year in Review →
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haledamage · 4 years
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Love Yourself Challenge
Rules: It’s time to love yourselves! Choose your 5 favourite works you created in the past year (fics, art, edits, etc. ) and link them below to reflect on the amazing things you brought into the world. Tag as many writers/artists/etc. as you want (fan or original) so we can spread the love and link each other to awesome works!
tagged by @queen-scribbles​, which is appropriate because a lot of things I’ve written lately have been directly because of her encouragement/ruthless enabling <3
I’m really glad this is narrowed down to only the last year, because otherwise there’s no way I would have been able to narrow it down to only 5. As it is, I still couldn’t do that and I’m kinda gonna cheat :P As such, we’ll start with:
Rhitober and Rhicember! 
While these aren’t just one fic (hence why it’s cheating), they’re both major writing challenges that I gave myself and completed! Rhitober was a challenge to write something every day for a month, and Rhicember was a series of winter/Christmas/holiday prompts I did over the latter half of last December. They are various pairings and fandoms (Pillars of Eternity, Dragon Age, Wayhaven Chronicles). I think I’m gonna do Rhitober again this year, but I’ll have a lot more characters and fandoms to choose from then!
I’m actually going to single out one in particular as well from the Rhicember stuff because it deserves special mention.
Smitten
Pillars of Eternity, f!Watcher/Rekke, 3300 words. Kai kisses Rekke, then spends the next few weeks panicking about it before they finally sit down and talk about it.
Boy, Kai/Rekke really blindsided me. I had a prompt (I think in Rhitober, actually) and they were so obviously flirting in the whole thing and then it just snowballed from there. I love writing terrible first kisses; fairytale, fireworks-and-true-love kisses are great, but so are the awkward I-don’t-know-where-to-put-my-hands kisses :D Rekke being so clearly in love with Kai and being much more emotionally wise while Kai is panicking because she has caught feelings and doesn’t know what to do with them is such a fun juxtaposition. Plus, considering Laura Bailey is my voiceclaim for Kai, the scene where she’s talking to Xoti is just “Laura gives herself relationship advice” and that’s fantastic.
The Officer’s Ball
SWtOR, f!Trooper/Aric Jorgan, ~9000 words. Havoc Squad are invited to a fancy dress gala and things don’t go as planned. Pre-relationship, sweet sweet UST goodness while in tuxes and ballgowns.
One of the longest things I’ve ever written that didn’t involve multiple chapters. I have always wanted to write something like this but never found the right setting/opportunity until Ves and Jorgan came along. The flirting between Ves and Aric, the banter between them and Elara, the way the three of them work together so well as soon as things go sideways, this was so fun to write.
The Last to Know
Pillars of Eternity, sometime after Deadfire, 1800 words. f!Watcher/Edér Teylecg. Someone makes an offhand comment that makes Kai and Edér rethink their entire relationship and realize things they probably should have realized a long time ago.
Two people who have been living together for years, who sleep in the same bed, who are raising a child together, who share household assets and list each other as next of kin and are wearing the Lovers’ Light rings, are shocked to learn that people think they’re married. Are even more shocked to learn that maybe they want to be. I love these idiots so much.
Home Sweet Home
Pillars of Eternity, also sometime after Deadfire, ~7000 words. f!Watcher/Aloth Corfiser/Edér Teylecg. Kai has to go visit her family and brings Aloth and Edér along for protection and moral support. Some spoilers for endgame events of both PoE games.
You know, I’m surprised it took so long for this OT3 to happen, but I think that’s because Kai and Edér were busy being oblivious about their feelings for each other. You have not seen the last of these three together, that’s for damn sure. This fic snuck up on me and possessed me and would not let me do anything except write it until it was finished. The end result is surprisingly cathartic, watching Kai finally face down her terrible abusive family and stand up to them feels like a culmination of several years of character development for her. This whole thing is pretty much Kai, Aloth, or Edér doing something badass and the other two looking at them like:
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melissagt · 4 years
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Hello! i recently downloaded daz studio (because i was inspired by your works! theyre amazing!! especially the one of torian you just did its just so cool!) and i was wondering if you have any pointers for a newbie. Also how do you get the stuff to make swtor things?
I’m so glad you like my stuff! Before I go into some description, I just wanted to say this…please don’t think I’m trying to be discouraging. I’m not. But there are some facts I wish I knew before I ever got started making 3D artwork. 
It’s expensive as hell. Yes, Daz as a program is free. The assets to use with that program are not (yes, there are some freebies you can find here and there, but the vast majority of said freebies are…lacking). I won’t say how much I’ve spent on assets over the past year or so…take $1,000 and multiply that several times. I’m actually ashamed of how much I’ve spent, and when I think about it, I literally get sick to my stomach. My only justification is that it’s a hobby and I don’t spend money on much else. 
You need the horsepower. This can be added to the above, but as a separate expense, you need a rig that can handle being put through the paces of rendering. Gaming is nothing compared to how much rendering can shred a CPU and/or GPU. Think 100% load for several hours at a time (and yes, heat is very much a thing so you need cooling and air flow up the yang). To the point where you can’t use your computer for anything else while it’s rendering. In 2017 I spent roughly $4,000 going completely overboard on building my own dream gaming rig. That was before I ever thought of 3D art…but I was lucky that what I built was so overkill that it can handle rendering. Note - AMD graphics cards WILL NOT work with the NVIDIA Iray render engine, which is what I use. 
You need knowledge of Photoshop (or other comparable editing program that can handle layers). Ok, so you can render without it. But there’s a reason photographers (almost all) post-process their work. Rendering is the same. And good post-processing is a form of art all on its own. It also helps immensely that I have a background in photography, so things like lighting and composition come naturally to me. Lighting in Daz is one tough nut to crack, and I’ve seen people who have been doing 3D artwork for way longer than I have continue to struggle with it. That photography background really helps. 
Magic doesn’t happen overnight. Take a look at my Flickr page. It’s all there…all my old stuff. And then take a look at the progression. We all have to start somewhere, and making 3D artwork is the same as any other form of art…you have to start at the beginning and keep working at it. I’ve only been doing this for just over a year now, and I’ve had experienced artists tell me that it’s crazy how fast I’ve progressed…but I still learn something new with each piece I do. 
Playing with stuff out of the box is okay, but customization is where things are taken to the next level. I tweak the hell out of or completely retexture pretty much all the assets I use (this is where Photoshop knowledge comes in again). Take that Torian piece for example…his skin, hair, armor, scarf…all of it was customized. So learning about texturing and texture maps is so so so important. Color maps, specular maps, bump maps, displacement. What helped me get started with that is a background with making mods for games like Skyrim and Fallout. 
Video game assets are hard to find. Okay, so you asked about the SWTOR stuff. The tattoos that you’ve seen pop up on a few of my characters that are straight out of the in-game CC are from mod packs made for The Sims 4. Some people have figured out how to get those assets and pack them up. They’re free and easy to find on Tumblr. The harder part is using them, because to get them to sit right on the model without distortion, you need to use a 3D paint program such as Mudbox. Other things, such as Torian’s scarification, are completely custom. I made those myself (again with the Photoshop and knowing about texture maps). 
So to get started. Just start playing with it. Go through the free tutorials included in Daz itself. Join a 3D artist Facebook group. Other than that, pretty much everything I’ve learned is self-taught. You can find good YouTube videos and tutorials here and there for specific things, but it’s kind of something you come across when you need it. 
I hope that helps! Here is a list of programs that I currently use for my artwork:Photoshop CC MudboxZBrushDaz Studio
My computer specs:AMD Ryzen 7 1800x w/ NZXT Kraken X62 AIO coolerMSI Gaming ProCarbon mobo32GB Corsair Vengeance 3200 RAM EVGA GTX 1080TI FTW3EVGA SuperNova P2 850 Platinum PSUSamsung EVO 960 250GB M.2 (Operating System)Samsung EVO 960 1TB M.2 (Daz Studio, soon to be upgraded to 2TB)Samsung EVO 850 500GB 2.5″ (games)WD Black 3TB (storage)WD Black 4TB (storage, backups)WD 3TB external (storage, backups)Acronis (annual subscription)(solid local backup program, highly recommended)Carbonite (annual subscription)(solid online backup program, highly recommended) 
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badsithnocookie · 5 years
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also i don’t really think it’s a spoiler to say this but tagging in case
performance on ossus is awful. all of the recent swtor areas (copero, nathema, and now ossus) are really laggy/low framerate on my computer. which, yes, i accuse of being a potato on the regular, but that’s mostly because its mobo is a flaky ass piece of shite i need to replace. but it can run most modern games a okay (andromeda, anthem, d2, etc)
bioware ur art assets need an optimisation pass, stat
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skyehammerart · 3 years
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Art Commission for a Star Wars animated Fan Film! 2003 Tartakovsky art style. Asset is ambient space ship lines and an angled landing pad as seen in the Phantom Menace! Stand-in BG is SWTOR.
Follow me for Star Wars art and more :P
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exclusiverenew265 · 3 years
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Star Wars Games For Mac
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Star Wars Games For Mac
Star Wars Games For Mac Os X
Star Wars Games For Mac Free Download
Aspyr has been known for decades for its Apple ports of video games. But the Austin, Texas-based company has expanded it repertoire and today it is launching a classic Star Wars game for the Nintendo Switch and PlayStation 4.
LEGO Star Wars: The Complete Saga. Originally developed by TT Games Developed for Mac by Robosoft Technologies Published for Mac by Feral Interactive Limited Released on Mac in November 2010 Gameplay hints and walkthrough links Stuck? Maybe our gameplay hints will help you out of a tricky situation. Star Wars the Old Republic for mac is the same game that is supported for the PC, but is now compatible with Mac OS systems. The Old Republic was developed by Bioware in 2008 as a new generation MMORPG. Their have been millions of players registered since the dawn of the beginning of Swtor. ECOOPRO Gaming Headset for PS4 Xbox One PC, Stereo Gaming Headphones with Noise Cancelling Mic, Bass Surround, LED Light & Soft Memory Earmuffs for PC Mac Nintendo Switch (Camouflage) 3.8 out of 5 stars 478. Jun 30, 2019  The 100 Best Mac Games today Mac Gamer HQ picks its favorite Mac games from all genres, including worthy free alternatives. Star Wars: KOTOR 2: Star Wars: Knights Of The Old Republic 2. Knights of the Old Republic games are some of the most famous RPGs of all time. KOTOR 2 is very similar to the original KOTOR. There’s definitely a.
5) Click ‘Search’ in the top left corner and type in Star Wars™ Galaxy of Heroes 6) Click on Star Wars™ Galaxy of Heroes in the Google Play Store 7) Click Install 8) Open Star Wars.
Elizabeth Howard, vice president of publishing at Aspyr, said in an interview with GamesBeat that this kind of title — the $10 version of Star Wars Jedi Knight II: Jedi Outcast — is more representative of the kind of game that the company is publishing these days.
Aspyr is taking advantage of the fact that there are more game stores available for a wider variety of content than ever before. And there are more intellectual property owners that want to see their content move to the new platforms where the gamers are active. The basic model for Aspyr is to license games and then act as both publisher and developer for the new content.
I talked with Howard about the company’s aspirations and the outlook for both independent game publishers and developers in the current gaming landscape.
Here’s an edited transcript of our interview.
Above: Elizabeth Howard, vice president of publishing at Aspyr
GamesBeat: You have some Switch titles coming from the Jedi series?
Elizabeth Howard: Yeah. We have both Jedi Outcast and Jedi Academy coming to Switch and PlayStation 4. Outcast is dropping later this month, and Academy comes out in the early part of next year, with a further investment in Academy as far as the multiplayer experience. We’re really pumped about bringing that to console players.
GamesBeat: How did you get that? Have you done any Star Wars titles before, or is this the first time?
Howard: Our relationship with LucasArts specifically goes back almost 20 years. We did the Jedi Outcast and Jedi Academy titles for the Mac when they first released. My tenure at Aspyr goes back to doing them the first time. Our core business model is licensing games and then doing the development and publishing. We get the source code and do the engineering and take it to market.
That’s been a valuable asset, that we have this amazing library of content that we can reflect back on now. Almost a generation of gamers have grown up without a lot of these things we were able to touch the first time. We have access to this stuff now to bring to new audiences on new platforms.
It’s not our first time with Lucas, but I’m trying to reflect on whether this is our first time with Lucas as part of Disney. We did Star Wars: Knights of the Old Republic on iOS back in 2013. That came about as Lucas was being acquired by Disney, which was super exciting. It was quite the nailbiter. But we still managed to do it.
GamesBeat: How long ago now did you branch out from the Mac to other platforms?
Howard: This is our second version of that, I would say. We did multiplatform publishing in the early 2000s. We brought a couple of titles — back in the day we did Guitar Hero for PC, actually, and Tony Hawk. We did a few DS titles. We were the publisher of a game called Stubbs the Zombie on Xbox and PC.
With the rest of the economy, things got rough in about 2008 and 2009. We were still in the world of physical goods and limited distribution back then. It was a much more expensive game to play for a bootstrapped private company in Austin, Texas. We refocused on Mac and started exploiting our catalog digitally. That was the next growth phase for us.
Then, in about 2013, it was a matter of, how do we start stretching our capabilities in new ways? From both an engineering and a publishing perspective. We did titles like Star Wars: Knights of the Old Republic, Jade Empire, and a game that I loved back in the old days that we brought back called Fahrenheit. We did those for iOS. More recently we developed Civilization VI on Switch. We also, in the last couple years, have beefed up our publishing capabilities as the multiplatform partner for a number of independent titles, including Layers of Fear and Observer.
We’re seeing the culmination of the last five years of work, extending our development and publishing capabilities to allow us to do much bigger projects. The recent announcements are the first step in a much bigger direction for what you’ll see from us in the future.
Above: Star Wars Jedi Knight II: Jedi Outcast debuts on September 24 for the Switch and PS4.
GamesBeat: How do you find those teams that can do this work? Is that part of your task, to find developers to remake some of these games on new platforms?
Howard: We’re in a pretty significant growth mode here. We’re at about 90 employees, and we have a significant engineering department. We’re now growing our art, design, UI/UX, and other creative and engineering departments in order to expand our internal capabilities. Then we work with a handful of trusted external developers as well.
But to answer your question, yes, our relationship with Disney in this particular case is, we are the publisher. We have an agreement where we’re figuring out the development and go to market process for these titles.
GamesBeat: You do a lot of this work in house, then? The porting work.
Howard: Right.
GamesBeat: In this case is it almost more like building it from the ground up, or does it still feel more like porting?
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Howard: I feel like “porting” overly simplifies the work that goes into it. In the days we were doing Mac titles, that’s a more clear port, because it’s more A to B, PC to Mac. The work now to support the specific UI required for console, and then digging in on the additional features we might be able to bring to a particular experience — with the Switch titles we support rumble. With PS4 we support trophies. We’re doing whatever we can within the licensing limitations to improve the experience for that particular customer.
We brought Civilization VI to a number of other platforms. We brought it to iOS, including iPhone and iPad, and we also did Linux. We were the developer for Switch. That’s taking a keyboard and mouse experience and making it work really well on a touch platform, and then stretching that even further to hybridized touch and controller. We call it a sort of reimagining.
GamesBeat: Are there some rising platforms, from your point of view, and some that may be waning or going away?
Howard: From our perspective, broadly the future is multiplatform. Mac was once our bread and butter as a company, but I don’t imagine that being — I think last year was the first year that other platform revenues exceeded our Mac revenues. It seems like the Apple ecosystem is moving more in the direction of mobile, and we’re doubling down on the triple-A experience, which is more traditionally PC and console.
I am really excited to see the enthusiasm around Switch. I’ll be really curious to see how the market receives this. Certainly the announcement went well. It seems like there’s a bunch of consumer interest. But we’ll see how that shows up in purchasing. That will be fun to find out.
Above: The Aspyr team
GamesBeat: Is Switch a very crowded store, or does it still feel less so than some other storefronts out there?
Howard: The Switch store is less so than others. Certainly Steam has an immense catalog that can make it more challenging to battle your way through the content cloud. That being said, I also don’t know that the Switch digital store is quite as optimized as some of the more established platforms. We’ve always invested in bringing these big brands and triple-A experiences over. We’re able to benefit from the established market interest. For a short time, we’ll have one of the only Star Wars games on the Switch. That’s probably not a bad marketing strategy.
For things like Steam, platforms that are more competitive, we’re looking at unique ways to approach that market. We have an upcoming title that we’ll be announcing soon where we’re looking at a new way to approach monetization that will help with discoverability, as well as exciting customers as far as a new way to allow them to play games without having to pay for them up front, but without quite going down the road of free-to-play.
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GamesBeat: What are you doing as far as original titles? Do you have titles coming through a different kind of process that are going to make it to the market soon?
Howard: I’d say right now our big focus, and where we see our growth and opportunity — I always like to talk about the unfair advantage. We’ve spent more than 20 years being triple-A brand and game stewards. Our future is, how do we make that even bigger and better? Growth for us is really around stewarding these beloved games and beloved gameplay. That’s where our strength is. We’re building a team that’s capable of doing that in even bigger ways. Instead of just a re-release, maybe a reimagining, a remake, a bigger undertaking with bigger brands.
Right now our focus is not on original, internal IP. We’ll continue to work with external developers as their publishing partner, taking games to market. But we’re really focused on our growth around these big brands.
GamesBeat: What sort of publishers are direct competitors for you?
Howard: It’s interesting, because we always have this debate. We’re a little bit of this and a little bit of that. Team17 have their own IP that they publish in addition to working as a publishing and development partner. The differentiator for us is we’re clearly focused for the most part, again, on triple-A. Even in the Mac days, we were still the Civ people and the Call of Duty people and the Borderlands people.
I think there’s still a market opportunity for licensed IP. There was a day, call it more than a decade ago, where there was a ton of licensed IP, and frankly not well-executed. Everybody was throwing a game to market in association with a movie launch. But if you look at the success of something like Spider-Man recently, when you’re able to connect brands with players in a polished way, it still works. Those kinds of games might be where we exercise more creativity.
GamesBeat: Do you have any interest in raising money? If there’s a growth plan a year from now or a couple of years from now, what do you expect to be like?
Howard: It’s a good question. Right now we’re not in the process of preparing for something like that. We’ve been a bootstrapped company since our inception. So far it hasn’t been a limiting factor. We think the kind of content we’re working on is valuable to strategic partners in the market right now, so potentially that means finding ways to continue to grow and fund games of significance without having to go that route. I might be coming back to you in a year with a totally different story, but right now we’re focused on this, and that sounds like a ton of work and effort. We don’t think we’re there yet.
Above: Star Wars Jedi Knight II: Jedi Outcast for the Switch and PS4.
GamesBeat: It seems like there’s a lot of opportunity in the middle space of the industry. Not among the giant companies, but the companies that can really benefit from things like cross-play. That’s going to be more and more doable across a bunch of the platforms, the ability to take a hit game out into a wider market more easily. That seems to be a trend that helps companies that are in this middle space, which in the past seemed like they were under a lot of pressure.
Howard: I certainly feel like there’s an air of growth and opportunity in games. It’s obviously driven by the revenue growth we’ve seen over the last few years. That was my takeaway from going to GamesBeat and watching all those panelists, just the size of the impact. Gaming is growing globally in terms of humans playing games, and that leads to more opportunity.
To your point, crossplay is an awesome feature. What are opportunities for us to — I think our big differentiator is trying to find the best way to as much value as we can for the player with the games we touch, be it a remake or a reimagining or an indie publishing opportunity. Maybe spending a bit more time and energy on those kinds of features to really delight customers. There’s a lot of opportunity for all of us, and for Aspyr specifically as a 20-year veteran of shepherding big brands to new markets.
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Rating:Category:Perspective:Year released:Author:LucasArtsPublisher:LucasArtsEngine:Jedi
[www].se [ftp].se [mirror].us DarkForces1.2.sit_.bin (31.04 MB) For System 7.0 - 7.6 - Mac OS 9
[www].se [ftp].se [mirror].us darkforces.toast_.sit (105.51 MB) For System 7.0 - 7.6 - Mac OS 9
[www].se [ftp].se [mirror].us DF_Gold_Package.sit (1.21 MB) For System 7.0 - 7.6 - Mac OS 9
[www].se [ftp].se [mirror].us DF_user_missions.sit (14.62 MB) For System 7.0 - 7.6 - Mac OS 9
[www].se [ftp].se [mirror].us DarkForcesManualPC.pdf
Star Wars Games For Mac
Star Wars: Dark Forces is a 1995 first person shooter from LucasArts. It's a great game - similar to Marathon and the like.
Dark Forces puts you in the boots of mercenary for hire, Kyle Katarn. Initially charged with retrieving the Death Star plans from an Imperial base and delivering them to Princess Leia, Kyle subsequently is hired by the Rebel Alliance to seek out and destroy a new threat - an army of super, mechanized stormtroopers: the dark troopers. Dark Forces lets you explore numerous Star Wars worlds with total freedom, all while blasting an onslaught of enemies and achieving mission objectives.
Excerpt: — Macintosh Multimedia & Product Registry Volume 9, No.4 - 1996
3rd DL: — DF Gold, a suite of editing tools for the Macintosh version of Dark Forces. With thanks to compyislife for adding it to the archives. 4th DL: Is a collection of 60+ user made missions for Dark Forces + an instruction on how to convert PC missions to the Macintosh.
Compatibility
Star Wars Games For Mac Os X
Architecture: 68k PPC
Star Wars Games For Mac Free Download
Minimum Requirements: 68040 8 MB RAM 5 MB Hard Drive Space Mac OS 7.1
* Works under Mac OS 9.2.2
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starettethestar · 1 month
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SWTOR Fashion with Arcann: Onderon Guardian
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baraste-legacy · 7 months
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A quick Lana Beniko.
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starettethestar · 2 months
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In the darkness, only ambition will guide you.
In the darkness, ambition will guide you. But be careful of their power. Do not let either consume you.
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starettethestar · 1 month
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Arcann Onderon Guardian close-ups
Thanks for the immense support on my previous post, the full-body version! Here are some close-ups of the most captivating man in the galaxy.
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starettethestar · 2 months
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Fanart of Arcann Date Night
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baraste-legacy · 7 months
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A quick Major Anri
(SWTOR assets-based 3D art)
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