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#design  systems limited
whatudottu · 9 months
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When you have 6 5 different people to dress but only one body to style-
Thinking about a Mike Squad redesign... at least for ROTI specifically haha
Their asses are not fashion designers-
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In order we have Mike (the two-tone 3/4 sleeve shirt), Chester (old man sweater tied around waist), Svetlana (gymnastics leotard under everything), Manitoba Smith (outback pants which apparently exist), and of course Vito (large button up shirt and cornicello).
#mike td#td mike#chester td#td chester#svetlana td#td svetlana#manitoba smith#vito td#td vito#total drama#tdroti#fanart#and specifically tdroti because this is a ‘fashion disaster’ aka ‘everyone is compromising their designs to make one defined outfit’#mike struggles with being a control freak and kinda really just wants to be mike at least a little#(perhaps some insecurity thanks to coming out of dormancy stealing from thecuteimp’s navigating the system yeet)#if td weren’t a tv show with limited budget i’d say that mike might just add more and more clothes the more the audience mets the others#and maybe when vito comes around and rips the already ripped shirt mike was wearing mike just stops wearing the shirt he picked#and opts for the button up since fixing buttons is a lot easier than fixing a shirt#since svetlana would’ve shown up before vito doesn’t particularly have to worry about the body going completely shirtless on national tv#but rather vito fronts because of that sudden removal of clothing the first ripped shirt and comes back when his button up is yanked off#a few busted buttons means he just wears the shirt open and shows off svetlana’s leotard#manitoba being manitoba (the alter headcanoned by a lot of fans to be a gatekeeper) is always in the background#so manitoba just recommended mike wear the outback pants (with many covert pockets) to keep in handy#and less of a clothing trigger manitoba (who loves exploring) would front when mike goes into the mine or gets lost#fun fact: did you know that akubras (australian ‘cowboy’ hats) can be folded up and stored away?#instead of a random trillby in a mine- manitoba retrieves a hat from one of the pockets of the outback pants#i think if mike still insists he wants to front as host again despite the total drama bs he faces#it might awaken mal from dormancy to be on the lookout for the real bad shit mike might be in over his head for#come tdas mike dresses the body as mike and the others front when interest come up even if they itch a little for mike’s protection#but mal’s here and adds a long sleaved shirt under mike’s preferred outfit- ready to front not only as mal but as ‘mike’ to the uninitiated
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0046incognito · 10 months
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reimagining mantidman for CMY2K + doodles
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hella1975 · 9 months
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im thinkign about him
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deitiesofduat · 2 years
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Hi Everyone, it's been a while :D!! So here's something I've been working on for the past month, just in time for OC_Tober 2022 -- an updated, full color lineup of the major DEITIES Cast!
Though this doesn't cover everyone featured in the project, this felt like a good opportunity to re-introduce some of the deities and their featured profiles on the website. I hope to work on more complete references and revisit details later, but this line-up should function well as a visual reference for everyone -- and to compare heights without their headdresses in the way, that too--
More information about what's planned for this month can be found in the latest update here: DEITIES Update -- October 2022
Meanwhile, all 20 of these deities will get their day to shine with individual refs and artwork, and I'll soon reopen the Askbox to answer questions and messages this month -- please watch this space, and thanks all!
DEITIES Project Website -- https://deitiesproject.com/
All Character Profiles (Website) -- https://deitiesproject.com/characters/
OC_TOBER Deity Profiles -- deitiesofduat.tumblr.com/tagged/DEITIES%20Profiles
Higher quality + Full-size Images -- https://sta.sh/21y4noqrsk91
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silenthillbunni · 3 months
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gnna be honest im like genuinely and profoundly horrified by how little knowledge and understanding most therapists and psychiatrists have. it's actually shocking how everything they know is at base level and only covers the most "usual" mental health issues such as depression. even after years in school it's still like they're only capable of applying their very limited knowledge on "normal", neurotypical and healthy people. they actually have no idea how to treat people who are mentally ill. therefore they only cause ever stronger feelings of isolation, alienation and wrongness upon their patients
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retrocgads · 10 months
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USA 1990
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peachcott · 5 months
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Hi I was just wondering if you plan to reopen your shop sometime? :)
howdy!! yes, absolutely!! i'm so sorry for the delay oTL i expect to reopen in early 2024 (´▽`)💗 i'm aiming for the first week of jan, but i'm looking into switching platforms (from bigcartel to shopify), so i can't provide an exact date 😭 hopefully i'll have some new designs available too, though!! :D thank you so much for your interest and patience!!
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ferusaurelius · 1 year
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Mass Effect Universe Meta - 1
I suppose I should call this ‘mass effect critical’ but it’s really more a meditation on the questions that the series poses and the ones it chooses to ignore ... with a focus on ‘choice-based’ narrative, character-driven storylines, and geopolitical philosophy. 
If any of the above annoys you, I’d recommend not hitting the read more. This’ll probably be the first part of a series. xD
This first one is just a meditation on the choice-based narrative implementation in ME as a series. 
I’m sure I’m not saying anything someone else hasn’t already covered, in fairness, probably better or more extensively than I’m doing here ... but this is kinda where I have to begin in order to tackle my other themes.
If you just get annoyed by this sort of navel-gazing, probably best not to proceed past the cut. I’ll totally understand!
So You Want Choice-Based Story In Your AAA-Shooter
Starting with the above: much ink has been spilled on the way that gameplay implicates and frames morality. Back in the day, Mass Effect (2007) on release was stirring up controversy because it let players choose a lesbian relationship with Liara! We’ve come a long way since then. 
In some respects, Mass Effect is a product of its time and also another milestone in BioWare’s narrative portfolio. Which, before Mass Effect, included other games such as Star Wars: Knights of the Old Republic.
Worth noting is that BioWare as a development house has refined its use of morality systems and mechanics over time! We’ve seen everything from lightside/darkside sliders, to paragon/renegade, to the innovation of ‘party approval’ ratings in the Dragon Age franchise. Of note is that once BioWare establishes a canon morality or choice-rating system, those mechanics tend to remain in place or consistent throughout a particular world.
There’s a notable (and expected) departure in Mass Effect: Andromeda because the writers felt like the Paragon/Renegade system was too tied to Commander Shepard, specifically, to be used as a basis for Ryder.
What makes these game narratives so engaging from a player viewpoint will also be necessarily limited by the under-the-hood mechanics of the systems and how they are capable of responding to the player. Without a set of key markers to help the game function and implement narrative choices, and without a highly-structured narrative framework that can accommodate or reflect those choices on-screen in ways that are emotionally resonant, we get ... whatever happened with Starchild.
... but we didn’t get there all at once.
Mass Effect 1: Cosmic Horrors and You
At a very high-level read, Mass Effect 1 sets the scene for the rest of the trilogy to follow and makes very clear the stakes and the plot-related questions it’s going to tackle. In the first five minutes of the game we’re confronted with eldritch horrors from beyond the stars, the return of the geth, AND Saren Arterius killing his friend, Nihlus Kryik!
I kinda knew right about then that the game was not going to be tackling plot questions (and cultures) in ways that were interesting to me, since if they were going to do that ... it would have made more sense for Nihlus to live. I have been (politely, affectionately) boo-boo-the-clown ever since.
While I still loved the aspects of universe exploration and getting to know my human and non-human crewmembers (Ashley, Kaidan, Wrex, Tali, Garrus, and Liara), the shocking moments of Virmire where you -- and I’m pretty sure this isn’t a spoiler at this point -- have to determine who lives and who dies and it’s a scripted loss? 
Narratively powerful because you’ve spent a while getting to know both characters, but problematic from a mechanics standpoint because now you have to maintain a universe that more or less hangs together throughout the game no matter “who” you chose to survive. Death-as-choice becomes a notable proxy in Mass Effect’s storyline for morality and impact.
Mechanically, you’ll also note that a lot of “moral choices” are framed as kill/don’t kill, to various and sundry effects. Personally, I wasn’t a fan of the binary choice framework underpinning most of the game’s critical moments.
And rather than be totally critical I’ll just spotlight the one choice I DO remember: with enough paragon points, talking Saren into shooting himself before he gets reanimated as a Reaper abomination.
In fairness, I think it would’ve been nice for that moment not to be gated behind a Paragon points check, since it was a NEAT narrative flourish that I didn’t see structurally repeated in other areas in the game.
As much as I fell in love with the universe, the idea of the Protheans, and what Vigil and Ilos implied about the murky past ... I was less enamored of the Reapers as a universe-ending threat and more intrigued by the internecine conflicts between the various species of the galaxy. Other game-defining options which carried over into ME2 included whether or not to save the Council (cake or death?), who to appoint as humanity’s first Councilor (slightly less death-driven), whether or not to shoot Wrex (also cake or death).
The amount of “save or kill” decisions and the lack of other equivalents (and those that WERE provided being given less narrative weight than the life-or-death elements) clued me in to the design philosophy that what the game and the narrative would most remember about the world state was who was still alive.
On the one hand, the narrative impacts of presence or absence are obvious for the player! We know these decisions are significant. On the other hand, as you’ll see in my description of ME2, this design choice did start to paint the team into a corner.
Mass Effect 2: About That Suicide Mission
Much as I loved the new squadmates for ME2 and the overall pacing of the story, as well as the interim character development for each former squad member, the clue that most of this was going to happen off-screen or not at all was that these developments occurred while Shepard was not present -- conveniently killed by the Collectors.
Again, this was my hint that this story was going to focus on different questions!
Cerberus, who played the role of minor mooks in the first game, were upgraded to a level of influence that would be a conspiracy-theorist’s dream. One of my personal soapbox “dead dove: do not eat” elements is “but the conspiracies were REAL!” So this was honestly my bad.
Favorite moments in this game included getting to know new squad members, reuniting with old characters (including Wrex! and Grunt, who has one of my favorite arcs in the game alongside Garrus). YMMV about which characters and squadmates you connected with the most/least, but we can all agree that The Suicide Mission was Certainly A Choice.
With that said, it’s possible for no-one to survive and to avoid recruiting the new squaddies. Because choices, remember?
Unfortunately this also has the impact of “kill/save” being, once again, the primary impactful narrative game mechanic. 
One can forgive the developers and narrative designers for getting a little tired at this point, because we’re not sure who survived or how much narrative content we’re going to have to adapt to another totally new character in the third act, based on who survives The Suicide Mission. Which does rather put a crimp in the amount of relational development we can presuppose in the third game.
One gets the idea that Liara was the favorite child in part because she is more or less impossible to kill. She will survive all the games no matter what choices you make, unless that choice is getting killed by Harbinger’s laser beam at the very end of ME3 and failing the game.
Small wonder that, in many respects, one of the ways the game develops Liara’s character is actually taking away player choice to avoid having to do an “impactful kill/save” option that would otherwise render her permanently inaccessible to the narrative.
Mass Effect 3: Enter the Starchild
So, what are we to make of the “kill/save” and “presence/absence” dynamic as the most narratively impactful and important? Ironically, these choices have impact only insofar as they determine what resources and relationships your Commander Shepard has access to in the game. The narrative does not so much branch as continue on, with slightly different details, depending on who you saved or recruited.
There will still BE a Tuchanka mission with or without Mordin or Wrex, and you will still conquer the Reaper capital ship alongside Kalros, the mother of all thresher maws (which is a pretty cool moment, let’s be real).
From a narrative design standpoint, these moments are what’s absolutely critical to a functioning storyline -- the character-development bits are secondary, as they must be in a game where the suicide mission can deplete your squad so thoroughly that nobody is left.
I won’t spend too much time on the original choice to lock Javik behind a DLC gate, but that’s another unfortunate choice that limited the baked-in narrative options for the third installment of the game.
Outside of the Commander-Shepard-Driven set pieces on each world, at this point, character relationships were more the icing on the cake than the narrative bedrock, something as a consequence of deciding early in design that killing characters is the clearest way to communicate narrative impact.
However, the other side of this choice, is that killing off characters when you have no narrative attachment to them and no stake in that sacrifice, ends up having progressively less and less impact, even in a AAA-shooter where the whole point is to reduce endless waves of mooks into a fine mist...
... which is where Starchild comes in.
Commander Shepard is locked into a final color-coded narrative choice of who to kill and who to save. That’s the narrative’s way of making sure you know that the choice is important -- because, without that design choice, there’s really no other established way for the game to communicate significance.
Which is a tragedy in and of itself. So many other moments are often significant or meaningful ... and I really think the choice to go with life-and-death as the biggest, baddest, most narratively-supportive element is what essentially painted the team into this final corner.
If You’re So Smart, What Would You Do?
This is easy, since it’s ultimately what BioWare and its narrative designers decided to implement in its next games: party-based approval and relationship systems that operated separately from a Paragon/Renegade personal scale.
Yeah, yeah, a cop-out. I know. Essentially, this is just external evidence that the narrative designers learned from the limitations they encountered in the Mass Effect universe and applied those lessons to their Dragon Age games.
Which again is not to say that I’ve seen concrete evidence of leaning LESS into the “kill/save” dynamic as impactful (remember the Witherfang quest in DA:O?). But it’s the thought that counts!
Branching out to other choices being signaled and framed as impactful is a key to choice-based game design and storytelling being able to incorporate character-driven narrative alongside the raw individual plot.
While this ultimately didn’t happen in Mass Effect, I am interested to see how the mechanics will be implemented in DA4 to detail and interweave other motives and questions into that storyline.
That’s What Fanfiction is For
Watching the canon Mass Effect universe default to “kill/save” decisions as the framing morality structure is pretty much why I write fanfiction designed to fill in and detail out the other blank spaces in background and backstory, and to imagine what other questions might have arisen in a more flexible approach that would not have been possible before the relevant lessons for narrative design were learned in these games.
My motivation as a writer is to expand in areas that were dropped because they wouldn’t make the cut in a AAA-shooter on a protagonist-driven schedule.
For the same reason that narrative significance eluded the final “controversial” ending of the series, I find that there are enough other aspects of character-driven plot and geopolitical philosophy that remain interesting (and implied-if-you-squint by the codex material) to keep me sufficiently occupied for a number of WIP fanfics. ;)
Which, in the end, is more a testament to the strength of the central thesis of the game (what if humanity is the new kid on the block in a galaxy full of advanced alien species?) rather than the questions the narrative ultimately chose to center.
-Ferus, out.
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hilsoncrater · 8 months
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love finding out that in 2021 the USA was the only country in the UN to vote no on if food should be considered a human right :) a country where 34,000,000 people go hungry despite it being an international top exporter of food :) a country where roughly 183,000 people die a year from poverty :) Greatest Country In The World, truly
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ngl the irony in people going ‘don’t smoke! don’t vape!’ then designing cities of Air Pollution™️ like. of these things that destroy your lungs one of them individuals have autonomy over. don’t hurt someone and act surprised when they hurt themselves even more
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icharchivist · 3 months
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Is Sakyo like a Lu Woh type who's such an annoying uppity twink that you just want to dig your teeth into like a chew toy and then shake your head a bunch?
THAT DESCRIPTIONS PLEASE.
a3 is such a wholesome series but after what YOU GUYS did to Lu Woh in particular i feel fearful bringing this on Sakyo 😭
and i think it's not an *unfair* comparaison tho.... Like they're both more on the reserved side, they try to take things seriously even if no one around them do, they can resort to threat of violence to motivate people while actually they care too much to really carry through with it, they're both surrounded by groups who tend to want them to loosen it up, they both tend to lecture people over what should be done, reminding them of their duty and everything....
so they do have a lot in common. I would say on the difference is that Sakyo is much more likely to actually get angry (Lu Woh, despite threatening to be, tends to be pretty lowkey), and Sakyo also doesn't hesitate to be soft when the time is right (Lu Woh, so far, has kept the Tsundere energy through everything). Sakyo is also more passionate in general i'd say, he's more in contact with his own feelings and shortcomings than Lu Woh.
So they are pretty similar i'd say, not fully obviously, especially due to the fantasy vs down-to-earth distinctions of their arcs, but they do have major draws in common here and there.
now whether it means you want to dig your teeth into him and bite him like a chew toy........ i do know people who would do that to him.
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just don't hesitate i guess?
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vhscrowart · 2 years
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so our P03's subsystem members shows up in different ways in headspace depending on who's fronting, so here's mostly what everyone looks like, plus some notes!
-G0lly looks then most like P03, for obvious reasons. sometimes she floats, sometimes she has the tire. usually she has the tire.
-the Unfinished Boss is the tallest out of the five, and then Photographer, and then G0lly, then P03, then Archivist
-P03's body tends to hang down from where the Unfinished Boss more or less sprouts out of - it is VERY tall and definitely not drawn to scale here
might color this later, who knows
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rpfisfine · 11 months
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I have no clue who these little creatures are but cozy new theme :) 🫀🫀🫀!!!
THANK U SM!!!!! <33333 kissa you kissa you kissa you
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curiosity-killed · 1 year
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i know i need to go to bed bc i’m reading an article on collective impact framework and my brain is just the sickos.jpg reaction meme without any coherent thought
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adriartts · 2 years
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Nightling wing thoughts
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retrocgads · 10 months
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USA 1990
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