I've always loved the alien 3 promo stuff that say "THE BITCH IS BACK" so I made a design inspired by it
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Cats with entwining tails. The great small cat, and others. 1914. Chapter header.
Internet Archive
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I made this a couple of months ago but. hack your 3ds. do it right now.
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Specimen, Fanette Mellier
Context: Pôle graphisme de Chaumont, 2009
Printed by: Imprimerie du Petit-Cloître
Description: 120 × 176 cm
This poster, announcing a series of “graphic design and publishing” themed shows, isn’t a conventional image. It’s more of a printed object linked to its subject. The front, fully saturated with color and technical elements related to printing (scale 1), is offset printed with a very thin raster. This space saturation, like an obsessive canvas, presents graphical tools that are a common vocabulary for books makers. The title and info are printed on the back. The fold lets the title appear: the poster becomes informative and evokes at the same time the delicate materiality of a page.
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Every clip of this game might as well be cinema.
Edit: YOU CAN BUY IT NOW :))) (Free domestic shipping to the U.S.!)
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Look, there's a lot to be said about the contemporary gaming industry's preoccupation with graphics performance, but "no video game needs to run at higher than thirty frames per second" – which is something I've seen come up in a couple of recent trending posts – isn't a terribly supportable assertion.
The notion that sixty frames per second ought to be a baseline performance target isn't a modern one. Most NES games ran at sixty frames per second. This was in 1983 – we're talking about a system with two kilobytes of RAM, and even then, sixty frames per second was considered the gold standard. There's a good reason for that, too: if you go much lower, rapidly moving backgrounds start to give a lot of folks eye strain and vertigo. It's genuinely an accessibility problem.
The idea that thirty frames per second is acceptable didn't gain currency until first-generation 3D consoles like the N64, as a compromise to allow more complex character models and environments within the limited capabilities of early 3D GPUs. If you're characterising the 60fps standard as the product of studios pushing shiny graphics over good technical design, historically speaking you've got it precisely backwards: it's actually the 30fps standard that's the product of prioritising flash and spectacle over user experience.
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Gordon Mortensen (b. 1938), Meadows Ridge, Woodcut on Paper
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Rick Jacobi, from Adweek Portfolio (1988)
scan
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