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#Graphic Designer Washington Dc
sprakdesign12 · 2 years
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Sprak Design Company has been providing graphic design services in Washington DC since 2011 with the aim of increasing revenue and customer retention. A graphic designer in Washington DC constantly updates their working style to provide amazing trendy graphics.
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possible-streetwear · 6 months
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mrbopst · 4 months
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Today in Bopst Design: 2018
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irrezolut · 5 months
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I made this very large image gallery of every single Dirtbox Radio show flyer I have made since 2020. 109 so far (including this coming Sunday's episode). <3 irrezolut.com/dirtbox-radio-weekly
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becharm-27 · 1 year
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Happy Birthday to Stargirl graphic designer and Aftershow podcast host, Shawn McBee! 💫
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Here are a few of his personal favorite designs (all photo credit goes to the @StargirlPod Instagram page):
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And these are the designs and easter eggs I liked most while researching for this post (let me know yours!):
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glacier--freeze · 1 month
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[ID: The front of a visitor's guide pamphlet for The National Archives Experience in Washington, D.C. The text on it is divided across blocks of soft greens, yellows, whites, and reds. There's also a large, cropped photo of the marble National Archives Building, which features small carvings of people, serious-looking text engraved, and a uniform set of pillars. End ID.]
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sprakdesigns · 1 year
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Graphic Design Company Washington DC for Sprak Design is a professional service for those who need help with the design of graphics and other important business events. We are a professional company that provides graphic design services in Washington DC to help you make polished, concise, and compelling Graphic Designs.
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alexliahcash · 2 years
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How to make money  are a lot of strategies and methods you can implement for the success of your ambition.we will teach you a lot ofMl lol I  l lot c link ocross the globe in a peaceful way.
    Ways of making money o Ann ll LL pl ninline.
These following ways arAffiliate marketing. Affiliate marketing is one of the greatest and most popular ways of making money online.affiliate marketing can be defined as a ways of selling others business product with exchange of commission at any sells product with trace of referral link (cookies).you don't have have product before you sell as an affiliate marketing. There are a lot ofLmmfao affiliate programs one can study and partner with and with some strategies and methods that triggers the process in a mindblow to see great output.program include clickbank,amazon,bluehost,JCwarrior,jv zoo and many more.
Freelancing. Freelancing is one of the greatest means and currently trending ways of making money online.freelancing specifically is rendering of service online (gigs). The service may be digital marketing,graphics and design,programming and many more. This so-called service is rendered on a marketplace platform called fiverr,upwork,kwork,people per hours and the likes. In this so-called platform, we have buyers and sellers. In the platform,sellers do the job posted by buyers and the buyers pay for the service he/she buys online. click here to be a buyer and order for any of your choice services.
Youtube. Youtube is one of the greatest ways of making money online and YouTube is the second greatest media platform aside google. Youtube is showing content in a video way and statistics show that YouTube is the best way to learn and it as well the best way to deliver content in a clear way without confusion. As a YouTuber, there are ways to monetize YouTube channels to bring earning month in and month out( every month ) . A YouTuber has to abide by the YouTube partner program(ypp) and reach 1000 and 4000 watch hours before the YouTuber can earn money every month.you don't  have to know how to do video maybe you don't have video equipment and tools for video processing before you do video. You can hire someone on a freelancing platform to have video and publish it to your channel.hire good seller online and earn you passive income online.
Website. Websites are also a way of getting money online passively. A website is a platform built for a certain purpose or for any content. There are a lot of websites you can get without coding.get your passive income online by certain view of Google ads view on the platform.hire an expert seller on the platform to drive your income online with no stress.
E-commerce website. E-commerce is a store where you get or buy any products like fashions,foods,beverages,electronics and the like. You can get or hire a best seller to get a responsive e-commerce site for you and start earning.click here to register and hire a good and trustworthy seller.
Blogs. Blog is as well like website and is also a way of getting money online by certain views on Google ads on the blog. A good content view by many viewers and it is very easy.
The left means something like an e-commerce website. It goes the same way and process.
Barrier for these strategies 
Inconsistency. Inconsistency is a major factor that affects most people doing this method listed above.be consistent and see if you will see the result you are looking for as someone who is willingly to make money online. Do some needed sacrifice to be able to see good output.
    Visit on this Iink to know more 
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verum-artifex · 11 months
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Get You An Artist Because I could spend a lifetime sketching our future together.
Follow Me For More | Commisions Are Open | Check The Out Merch
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rederiswrites · 3 months
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It's not exactly a secret that I love love love traditional European, especially Eastern European and Slavic, folk art. Luckily for me, there is a pretty healthy USAmerican survivor of those traditions in PA Dutch country, which is so close to me it's actually apparently growing south into my neighborhood. And PA Dutch art is just a joy. I've loved it ever since I was...maybe less than ten?! On one of our periodic trips into Washington DC for the museums, my mom and I went to the Folger Shakespeare library, which happened to have a beautiful display of Fraktur and PA Dutch art in the lobby. Stayed in my mind forever. Take your kids to museums, etc. etc. Not the point.
Fraktur is a specific form in the broader "art created by culturally German immigrants to central and south Pennsylvania", characterized by a ton of detail and usually specific German-style lettering. Most Fraktur were created between 1740 and 1860.
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This chest was attributed to one John Bieber in 1789.
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This document was created by Andreas Kolb in 1785.
Personally, I absolutely love PA Dutch hex signs, which are simpler and more graphically bold, but draw on many of the same motifs and meanings. Those you still see to this day on barns and houses. They are not actually associated with Amish and Mennonites particularly; they're just a cultural remnant of the heavily German immigrant population. One wonderful artist is Ivan Hoyt, who is still active today.
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I would love to own a Hoyt piece one day.
Another thing you see around here, which is unrelated and entirely modern in origin, is the barn quilt. Here's one I've passed several times and enjoyed a great deal:
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The story goes that Ohio quilter Donna Sue Groves came up with the idea inspired in part by the Dutch Hex Signs, and translated that into quilting patterns. They are usually very large, between 4' and 8' square, and generally placed so that you see them from the road, so they're a fascinating bridge between public and private art. When I pass one, I feel I've been told, "Look, we created this thing that gives us joy, and placed it so that we can all feel that together. For this moment, we are connected in appreciation of this beauty."
There are quite a few around here now, as well as a publicized tour trail for them. I have had one designed and intended to make it for over a year now. There's a perfect spot over the door of Jacob's shop.
Here are a couple more:
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I feel very fortunate to have access to these beautiful traditions, and hope in time to add my own threads to the tapestry.
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usafphantom2 · 1 month
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SR-71 pilot recalls when he set 13 acres of Maryland on fire by dumping fuel after one engine exploded during his last Blackbird flight
The SR-71 Blackbird
In the 1960’s, the US Air Force (USAF) developed the SR-71 Blackbird, a plane that could travel more than 3 times as fast as the sound produced by its own engines.
Throughout its nearly 24-year career, the SR-71 spy plane remained the world’s fastest and highest-flying operational aircraft. Flying at Mach 3+ from 80,000 feet, it could survey 100,000 square miles of Earth’s surface per hour. And in the off chance an enemy tried to shoot it down with a missile, all the Blackbird had to do was speed up and outrun it.
SR-71 T-Shirts
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CLICK HERE to see The Aviation Geek Club contributor Linda Sheffield’s T-shirt designs! Linda has a personal relationship with the SR-71 because her father Butch Sheffield flew the Blackbird from test flight in 1965 until 1973. Butch’s Granddaughter’s Lisa Burroughs and Susan Miller are graphic designers. They designed most of the merchandise that is for sale on Threadless. A percentage of the profits go to Flight Test Museum at Edwards Air Force Base. This nonprofit charity is personal to the Sheffield family because they are raising money to house SR-71, #955. This was the first Blackbird that Butch Sheffield flew on Oct. 4, 1965.
Its engineering was so cutting edge that even the tools to build the SR-71 needed to be designed from scratch.
What it’s like to fly the world’s fastest plane
Spencer Hall interviewed for SBNation former SR-71 Blackbird pilot Rick McCrary about what it’s like to fly the world’s fastest plane.
McCrary explained;
‘You waddle out there in your spacesuit, carrying your little cooler because it gets quite hot in that spacesuit. You go out to a van with some La-Z-Boys in it, these big recliners, and they drive you out to the airplane. It’s sitting there with all the cables hooked up to it, just like a space launch. It’s outgassing stuff, people are checking it, and then people start unhooking it and leaving and then it’s just you and the crew chief. You get into the seat, close the hatch, and you’re in your cocoon.
‘Startup was also a unique thing. It had this special fuel, because the temperatures during flight got up to over 600 degrees Fahrenheit when you’re at speed. The worry is that normal fuel, which you want to explode quickly during flight and have a low flashpoint, well…you wanted the exact opposite with the Blackbird. You’re carrying so much fuel that the last thing you want to worry about is it self-igniting.
Join this SR-71 Blackbird driver for a top secret recoinnassance mission over North Korea
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A Boeing KC-135Q Stratotanker refueling an SR-71
‘You’d burn 80,000 pounds of fuel in about an hour and twenty minutes. That’s a lot of gas. You’re on the boom a lot, and that was why in-flight refueling experience was such a critical part of the screening process. You didn’t have a lot of time to do it, and you had to get it right the first time. Three refuelings was common, but on longer missions you’d refuel six or eight times. Those were long days.
Last flight on the SR-71 Blackbird
‘You’d light up the afterburner right after that first refueling, and take it to full power for the next hour. That’s pretty amazing, because no other plane can fly in full afterburner continuously. All other planes have either a three minute limit, or five minute limit on that, but you’d be going at full afterburner for an hour, hour and a half.’
When Hall asked McCrary if he remembered when his last SR-71 Blackbird flight took place, he answered;
‘The answer is kind of an interesting yes and no. There came the time to move on, and we had a good deal. We got to take it to the National Air Show in Washington, DC and put it on display there. That was going to be our last flight.
SR-71 print
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This print is available in multiple sizes from AircraftProfilePrints.com – CLICK HERE TO GET YOURS. SR-71A Blackbird 61-7972 “Skunkworks”
Setting 13 acres of Maryland on fire during last flight on the SR-71 Blackbird
‘As we took off from there and came back around for a pass, the right engine exploded. We had to dump gas, and set about thirteen acres of Maryland on fire as we did that. That was kind of interesting, just spewing flaming fuel and titanium pieces around.’
McCrary explained that this wasn’t rural Maryland;
‘Actually, we were pointed at the White House out of Andrews Air Force Base. It was funny listening back to the voice tape because I start by saying “Well, we’ll go out over the bay here and dump this fuel.” About thirty seconds later I say “Screw it” and just dump it. We defoliated southern Maryland, but we got it back on the ground, which was great. After all that happened, I absolutely remember shutting it down. My legs started shaking uncontrollably with the adrenaline from it all when I knew it was over with. My co-pilot never flew again, either.’
Be sure to check out Linda Sheffield Miller (Col Richard (Butch) Sheffield’s daughter, Col. Sheffield was an SR-71 Reconnaissance Systems Officer) Twitter X Page Habubrats SR-71 and Facebook Page Born into the Wilde Blue Yonder for awesome Blackbird’s photos and stories.
@Habubrats71 via X
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sprakdesign12 · 1 year
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Hire a Freelance Graphic Designer in Washington DC Sprak Design has a professional graphic designer in Washington DC team that offers graphic design services at affordable prices. Graphics makes your advertisement to a higher level by enhancing Internet branding and showcasing the product and services for attracting the customer’s expectations across the globe.  Visit For More Information:https://www.sprakdesign.com/graphic-design-washington-dc/ 
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possible-streetwear · 8 months
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e3khatena · 6 months
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so whats the deal with overkills the walking dead?
I'm glad you asked! (approx. 2,300 words)
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So our story starts during Payday 2's first anniversary, the Fall of 2014. Players had to attain certain community goals to get new things to play with during their first annual Crimefest event, and the last two prizes were secret. They wound up being John Wick as a playable character, and the trailer for a new game Overkill was working on, based in the world of The Walking Dead comics. The premise was simple: it was set in the same part of the world as Payday 2, Washington DC, and would involve players trying to keep themselves and their camp alive during the zombie apocalypse made popular in Robert Kirkman's graphic novels and the AMC TV show. Given the fact that Payday 2 had proven to be a tremendous cultural hit around this time, getting the likes of Giancarlo Esposito and making cameos in the Wick movies at the height of their popularity, and given how at the moment it is very possible to argue that Payday 2 might have sold more copies than Super Mario Brothers 3, it would seem that OTWD was in good hands.
The problem, though, was their CEO. Bo Andersson used pressure he conjured up in Varvtre AB, a holdings company he was on the board of directors for, to become the CEO of Starbreeze when they acquired Overkill Software, the makers of Payday: The Heist and Payday 2. This also moved Bo from a role within the games industry alongside his brother to being his brother's superior and putting him in a firmly business role. This was good for Bo, because it would allow him to scrape capital from Overkill on their pursuit into superstardom to fund his own dream project: Storm.
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Storm was a concept that Bo had been working on since 2008, the idea of bringing virtual reality back from being a curious novelty we played with in the 1990s into a mainstream competitive eSport. Players would wear tactical vests with computers built into them and a 5K resolution HMD that Acer would develop with the aid of Starbreeze in a massive bespoke arena, and using a combination of LIDAR scanning, realtime texture mapping, and the Valhalla game engine Starbreeze paid $8 million for, their physical arena would turn into a sci-fi deathmatch where players would cooperate to eliminate the enemy team and seek victory.
Bo Andersson was paying tens of millions of dollars to invent Laser Tag.
But how does this tie into The Walking Dead? Well, as a proof of concept, the work that Overkill had done in their in-house game engine, Diesel 2.0, would be ported into Valhalla to bring Overkill's The Walking Dead to life. Overkill's employees had long complained that Diesel could not compete visually, and even incorporating proper normal maps and bumping up the texture quality could not shake the appearance of a Source Engine or early Unreal 3 title. Despite releasing in 2013 and with the game now moving into 2016, onto the 8th generation of consoles, Payday 2 was not a looker and Overkill's The Walking Dead faced the same fate.
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The problem, though, is that Bo Andersson bought the Valhalla Engine, which was being designed for VR first and foremost, much too early. The engine was literally incomplete, and the programmers had to write tools for the engine before they could write any code for the game itself. After nearly a year of work, they did bring Valhalla into a usable state, and used its VR prowess to power Payday 2's VR version. Bo also proposed a VR demo of Overkill's The Walking Dead to be hosted in Dubai, at VR Park (now titled PlayDXB), to demonstrate the game, the headset, and the VR technology to Middle Eastern investors who could free Bo from the shackles of Scandinavian game development and make him the worldwide name in VR. This delayed their actual non-VR Walking Dead game, which had serious funding from Skybound Entertainment and Robert Kirkman, past its intended 2016 street date. The game was nowhere near finished as Overkill staff were pulled back and forth to so many different projects within the studio. They received an extension to their deadline, Fall 2017, and work continued on the Valhalla Engine and the VR demo.
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Fast forward another year. Starbreeze puts out Raid: World War II, a Diesel 2.0 title in which four players steal from the Nazis in almost exactly same manner as in Payday 2, starring John Cleese as the handler for the crew, and some trailers commissioned for their Walking Dead game using virtually zero actual in-game assets, and Skybound makes them an ultimatum: if the game is not out by November 2018, then they lose the rights to the license. They have wasted the rights holder's time and money for too long, and the project is dragging its heels with a CEO seeing it as a low priority to get their contractually-obligated co-op FPS for PCs and consoles out versus his ambitions of filling an entire space in Dubai with his name, his brand. Overkill developers, who had been clamoring for years to use an actual engine that makes sense for FPSes, finally get their wish, and Bo Andersson invests in commercial licenses for Unreal Engine 4. The problem now, though, is that the staff have a year to make the game in Unreal, with the caveat that they have zero experience in the engine. If they had made this move two years ago, they'd have the time to commit to learning the ins and outs, but they don't.
Overkill goes into crunch, with staff sleeping in the offices and working 100-hour weeks to learn Unreal and take what the documentation and tutorials offer them and implement it into their Walking Dead title, reverse-engineering the concepts they had implemented into the Diesel and Valhalla versions of the game and dropping them into Unreal. Bo Andersson, all the while, is going on vacations and not coming in on the regular, spending his time playing zombie games for inspiration and coming to the staff with his own ideas for the game based on them. Glory Kills, Special Infected, robust base maintenance mechanics and the ability to command teams of non-player survivors on missions all wound up in the game with little actual regard for how these pieces fit together. By the time that he realized he should be more actively hands-on, he only had a scant few months to spend with the staff at the final mad dash to make a playable product. The game was playable at E3, with two demo levels, and one of them playtested so poorly that the staff had to pull it from the rotation, but when Bo heard this feedback he would not tell his staff. He told them the game was testing great at E3, that people loved it.
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Overkill's The Walking Dead released on the 7th of November, 2018, a week after Payday 2 ended support by letting players kill fallen angels and solve a giant puzzle wheel about the in-game lore in order to turn Bain, the player's main contact, into the US President via a body-swapping artifact used by the ancient kings of Kataru, who were gifted immortality at the same time common man was gifted the knowledge of good and evil at the Garden of Eden. While the clown-themed robbery game ended on a confusing note, Overkill's The Walking Dead was getting started to a whole heap of roughness. The game's combat was frustrating, with hordes of walkers that had to be put down one clumsy charged melee swing at a time and human enemies who fired off AKMs and MP5s with reckless abandon. Their noise would draw hordes, which would need to be contended with via your own noise, as dealing with a few dozen enemies with melee combat was awkward and difficult.
Being grappled by a zombie cost a health bar and a half in a game where your starting character had on average four healthbars to their name, and the underlying gameplay, despite being completely linear missions in level and objective design, were just Payday heists at the end of the day. Hell or High Water involved you raiding a camp owned by The Family, an antagonistic gang your camp is at war with, and stealing their supplies. In turn, they arrive at your camp and you kill five waves of them in Worse Than Walkers, in a move no different than Payday 2's Safe House Raid mission, with no zombies in sight. The camp-building mechanics, which were tied to player level and their ability to tend to the needs of their workers, were a confusing mess of UI elements that did not mesh together, and all weapons were earned in a gachapon-style case system and would degrade over time, requiring the player unjam them, fix them with the supplies they need to keep camp morale up, or watch them fall into disrepair. There was also no tutorial mission, with the game opening with The First Shot, the E3 demo mission that tested so poorly they stopped running it.
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Overkill's The Walking Dead performed poorly, both critically and commercially, and Starbreeze went right into damage control. The game's high price tag to low gameplay ratio was combatted with a $30 version that required paying for the missions $60 players got for free. Season 2 went into production very quickly, with fixes to the base game, new weapons, and new survivors being promised within the coming months. Unfortunately, this was too little, too late, as Skybound issued a cease and desist to their business partner after just three months of sale, and by February 2019, Overkill's The Walking Dead was just as much a corpse as the undead shamblers present in the video games.
Perhaps what sealed the fate of the game wasn't its overall quality, as The Walking Dead is home to a large number of subpar games, but its tone and gameplay. Overkill's The Walking Dead is a very staunchly libertarian take on the franchise, pitting the player with the idea that they are to be a colonizing force, destroying an antagonistic camp and treating the other people just trying to survive as cannon fodder not unlike if they were just walkers with guns. This is no surprise given another face at Overkill, executive producer Almir Listo, having a robust fascination with libertarianism and the cult of personality that surrounded fringe Right-wing groups. Almir himself is not a conservative, but he has proven time and time again that he thinks the way Donald Trump talks is funny and has an interest in American conservative viewpoints and conspiracies as an outsider looking in, likely not helped by an unnamed comics writer taking over Payday 2 in its final year to turn the game about robbing banks into one with an ancient conspiracy and Nephilim to mow down with your MG42 or M16.
The Walking Dead is a story about its people and how they're shaped by the conflict, by the apocalypse that surrounds them, and while Kirkman expressed early interest in the sound-based horde gameplay encouraging quiet takedowns and swift, accurate gunplay, it is very possible that the idea of not just a bad Walking Dead game, but a bad Walking Dead game from a popular studio that fundamentally misunderstands the world of The Walking Dead and needs to fall back on generic bandits and raiders to fill its spaces a la Bethesda's open world titles was a bad look. We'll never know for certain, though, as the game has been pulled from sale for ages.
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But this brings us to sometime last week. September 21st marked the launch of Starbreeze Studios' (formerly Overkill Software's) Payday 3. The game features a lot of the stuff they had worked on for The Walking Dead (weapon models, a rework to the Shield enemy, armor working exactly like health in OTWD) but also a ton of its own ideas, and in general the gameplay is very solid. The issue, though, is the progression and a number of bugs that hamper the experience, alongside requiring a Starbreeze Nebula account and online connection to play, with no offline mode to speak of, which caused problems when the servers for the game were down for its first three days after launch. Starbreeze promised a patch was coming shortly thereafter, but on October 21st, a month after the game released, someone with ties to Starbreeze, fed up with the Starbreeze Nebula account requirement and persistent Internet connection to play a game with obvious issues and no Patch 1 release date in sight, released the final build of Overkill's The Walking Dead. This featured a proper tutorial, made the original The First Shot into an optional random encounter a player could take on for additional resources, a slew of new weapons, a wandering trader who could sell you blueprints to the DLC's guns, and the rest of Season 2's missions. The leaked build is not playable online but is DRM-free, running just fine completely offline and preserving the game for future generations to point and laugh at, albeit without any help to ease the difficulty for a game that expected four human players at a time.
Perhaps the weirdest part of the leak is that it brought out a handful of fans from the woodwork who view Overkill's The Walking Dead as an underrated gem buried before it could truly shine, individuals who feel the game could be one of the studio's best with enough polish, and as a result Robert Kirkman has been once again inundated with people asking about the now five year-old game, hoping to give it another chance. I, personally, feel that the clumsy pacing, questionable storyline bearing little similarities to the graphic novels it's based on, and the over-reliance on generic bandits voiced by Payday regulars Josh Lenn and Joseph Balderrama prevent the game from being anything but a really weird footnote in a company's confusing, convoluted history.
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The Brotherhood of the Travelling Warlords
Thank you everyone who helped send me armchair travelling around the world (and in some cases, into the past as well). It was a lot of fun to research these places and try to figure out what our warlords would want to check out while they were visiting.
Event summary...
Fifteen postcards written, as requested by fourteen people.
Warlords on the move: Mitsuhide (4), Nobunaga (2), Shingen (2), and Masamune (2) win the frequent flier honors, but Sasuke, Yukimura, Keiji, Mitsunari, and Kennyo also got to do some sightseeing as well.
Of all the places requested, I had been to three: Times Square, Washington DC, and Dublin Ireland. I've been to Chicago before, but not during the 1896 World's Fair.
Warlord who gave me travel-envy. I've always wanted to go to Hawaii, New Orleans and Prague, so I would have stowed away in Mitsuhide's suitcase without question.
Places I learned about that I now want to visit: Vigan City and Hoi An Ancient Town.
Place that was a nope... well, we sent Sasuke to an active volcano...
Request that gave me the most difficulty. Rome in 2020, only because I had to do some research to figure out what the COVID restrictions were at that time.
Favorite finished postcard design. I really liked the way Paris France, 1900 turned out. The artwork and graphic design of the era is so very much in my aesthetic sweet spot.
Easter eggs... all of Mitsuhide's postcards have a faint hidden graphic underneath the text of the postcard.
Favorite postcard text - I think I might go with Mitsunari on this one. I figured of all warlords, he'd be the one who started out writing his postcard too big, and be forced to make the lettering get smaller and smaller until he had to write up the side of the card (also he was writing the postcard while on a tour bus for part of the time, so it was a little messy for that reason too). Plus, I just enjoyed thinking of him trapped in Trinity College library and not worried at all about it. Him losing his shoes was a running joke in his longfic, so I stuck that in there too.
Mistakes... I think my biggest planning mistake was not figuring out in advance a couple of the world building issues. Would these warlords be going to a recipient who was currently living in Azuchi (or Kasugayama)? Since some of the requests were anon, or from posters I don't know very well, I made the assumption that the postcard recipient had indeed been previously wormholed into the Sengoku. Also, how would the warlords deal with a language barrier? With that one, I figured that for any warlord travelling to a timeline past (or just around) the 20th century - they could probably find someone who spoke their language (both Kennyo and Masamune went to World's Fairs where there was a Japanese installation). But when Shingen went to Ancient Greece and Mitsuhide went to the Golden Age of India, I figured they would just have to do their best with pointing and making up a sign language as they went along (they're both smart men, they can adapt!). Masamune had less difficulty in medieval Poland, not because he found someone to translate, but because he travelled into a siege situation and I figured he was well enough acquainted with battles that he'd do ok ... I er, quite possibly overthought these.
Along those lines... while I had fun picking out handwriting fonts for the warlords, I made a few mistakes early on... Mitsuhide's for example, took up too much space and I couldn't fit as much content on his cards (and so of course, he was the most requested warlord).
Curious about the handwriting I picked? I was pretty random about it... mostly it was a combination of what felt right to me, plus whether or not it would fit on the postcard. Shingen is more romantic, so his handwriting is flowy, whereas Nobunaga's takes up a lot of space - but I had to balance an authoritative font with being able to include a decent amount of text. I figured that Mitsuhide would think faster than he writes, so his is a little more careless looking, and Sasuke would print, because he's used to writing lab reports. And of course, once I picked a handwriting font for one postcard, I kept it through the rest of them.
Here is everyone in a row, for comparison:
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As for the postcards themselves... here they are gathered once more...
Masamune visits Malbork, Poland in 1460
Mitsuhide visits Maui, Hawaii
Keiji visits Times Square, New York, New York
Sasuke visits Koma-ga-take volcano in 1582
Shingen visits Ancient Greece
Yukimura visits Rome, Italy in 2020
Mitsunari visits Dublin, Ireland
Kennyo visits Paris, France, 1900
Mitsuhide visits Pataliputra, India, 300 to 600 CE
Mitsuhide visits New Orleans
Nobunaga visits Washington, DC
Nobunaga visits Vigan City, Philippines
Masamune visits the World's Fair, Chicago, 1893
Shingen visits Hoi An Ancient Town
Mitsuhide visits Prague, Czech Republic
Thank you again to everyone who requested a card. Maybe some day I'll bring this back!
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glacier--freeze · 1 month
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[ID: A full page, color advertisement with graphics and fonts that make it appear from the early 2000s or 2010s. An open laptop, tablet, and iPod float on a bright blue grid, each showing book-related webpages. The ad is for Bonechi On Line, listed as "www.bonechi.com" and "www.bonechi.it". Text reads "Purchase any book in our catalogue online! Visit the new sections 'e-book' 'audioguide'. Download our electronic publications!" End ID.]
ad seen in Art and History of Washington D.C.
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