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#props to the dev
ladyofvoss · 2 years
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I DID IT. I DID IIIIIT!!
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samuraiunicorn · 6 months
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I think the Australian-ness of Samurai Unicorn is often lost in the PSX/Cyberpunk art setting... So we have doubled our efforts and are determined to make sure a very specific type of 90s Australiana is represented.
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k20spock · 6 months
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[ID: An image of The Razor from the game Slay the Princess, sprinting forward ready to attack. She has a clown nose and a clown wig edited onto her. End ID.]
watched the slay the princess live with the cast earlier and thinking about one of them responding to a request for a clown princess by saying we already have the razor. silliest woman alive.
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railroadlion · 1 year
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NON-METAL CITY!
The center of Catoms society is Non-Metal City: a place of scientific progress and creative potential. It’s one of many floating islands suspended in the Microverse, and it serves as a hub for any catom who dreams of adventuring to far off lands!
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Periodic Station is the main stop of the Feline Unlimited; A flying train that connects every island in the microverse together via a network of looping and twisting tracks.
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The aesthetic and look of Catoms owes a great deal to the midcentury modern movement of the American Atomic age. Rounded, abstract shapes, warm and minimalist colors, it’s a timeless look for an optimistic future, and one that helps paint science in a fun and creatively passionate light!
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faunandfloraas · 5 months
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i think the funniest skz conspiracies ive run across on twitter are
2. everyone in skz, bar Hyunjin and Seungmin, are under 5 foot 5 and lying that they are taller
Bang Chan is faking being australian
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foresttt-png · 3 months
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A little snippet of a Vis Dev project I've been working on
I've been brain-rotting over my own bg3 tav so much that I turned her into a portfolio project. This is only about 25% of what I have planned. My goal is to have an art book of sorts by the end of the semester.
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allisonperryart · 11 months
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First off, my #PortfolioDay post: hey, I'm Allison Perry - I'm experienced in art direction, BG paint/design, vis-dev, props, and characters for both TV and feature. Currently I'm doing environment design at Flying Bark, and my past clients include Disney, Netflix, Nickelodeon, Cartoon Network, etc. You can find my portfolio here and I'll be available for new work October 2023:
Second: I'll be taking a hiatus from posting art for a few weeks. Nothing's wrong - just my plate is a little full at the moment and it's been challenging to keep up with social media on top of that. Thank you for your patience and catch you again in a few weeks!
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kodasea · 26 days
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Food Truck Ideations (2021)
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rwarchival · 2 months
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QNA stream from 2019!
youtube
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bloodvisions-art · 4 months
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Rocky Horror but specifically the scene where Frank N Furter brings Rocky to life in the lab. Redesign I did for Betsy Bauer’s Vis Dev class
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coxinhadoce47-art · 4 months
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Elijah's demon hunting kit!
Or at least the basics/what he's got on his bag
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miroimirage · 4 months
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I also drew a run down half abandoned Ice cream place-this was honestly so much fun??
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ndragoon · 2 years
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All of these people blaming the developers for "being lazy", are doing EXACTLY what they are supposed to do by the executives who see no problem with how they act.
As someone who has attempted to make games, I can see all these little quirks and behaviors and know that they are what happens when you implement a system and haven't had the time or means to test it yet (means being that you know you'll be adding to it and that will break whatever you take the time to fix now).
Like how the cycle Pokemon that face downhill when they stop on the side of a cliff? That's because it was made to face the direction it is moving, rather than held to whatever facing it was doing beforehand. That is most likely just some placeholder code for later when they refined other systems and could work on the facing code.
Or how the Pokemon would spawn in/on or just keep running into cliff faces and other natural walls? That's because they never had the time to either figure out they needed to differentiate between floors and walls in the terrain, or just didn't have the time to implement it.
These are signs of a team that had mere months to accomplish what Breath of the Wild had after five YEARS. So blame the executives who made them push this out so incredibly early, not the devs who had no hopes of even polishing something this rough in a fraction of the time they needed.
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dog-teeth-artz · 7 months
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Scrap Pirates Character Specific Props
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shoomdle · 3 months
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drawing dump of some of my recent oc work! props, environments, and lore, oh my!
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orcboxer · 5 months
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bro WHAT is up with these creepy owl fuckers
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