What were your thought processes behind designing Aster?
Although it may not seem like it, designing Aster was one of the most difficult redesigns I have done so far, I actually had an idea of what to do with him, but I knew I couldn't put many details since Aster is 2d and the characters are animated in this style have a simple design, I did several tests in fact
(Please ignore how disproportionate the body is, that's why I changed Aster's pose like 10 times lol)
And speaking of the poses, idk what happened to me was that I simply didn't like ANY of the poses I drew for Aster, to the point where it started to be stressful. I'll summarize my situation like this:
That is one of the reasons why it took me a little longer to design Aster, then thanks to taking a break and the support of @emillyverse and @annymation (thanks by the way :] ) I managed to resume the drawing and there is a pose that I liked for our star boy
Another thing that was complicated for me with Aster was his hair, because it was literally the flame of a candle, I made quite a few sketches so that Aster's hair looked as aesthetic as possible while I asked myself "How the hell did Disney and Pixar manage to make Hades and Ember look so good with fiery hair?????"
In the end all the effort was worth it, Aster's design is one of my favorites and with the best coloring done so far in digital :D
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What if you fused designs with asktrio516? (Tbh I think that would look fucking awesome)
THIS WAS SUCH A GOOD IDEA WHY DIDNT I THINK OF THAT?! 🤩
Wanna do a collab with me @asktrio516 on how Thomas 2.0 came about sometime soon? Honestly I think we can conjure something epic!
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I present you my human Wheatley design.
...
I'm joking, of course. This is something weird that occurred to me yesterday... and I drew it.
There might be some mistakes. Anatomy is not my fort. (Did I write it right??)
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It's not fair, it's not fair how much I love you
Oh, how unreasonably in love I am with everything you do
@filipoiesis 's Dancingsnowflakes ❄️ Late Valentine 🩵
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Lori!! drew Lori M human Version, don’t really like how the face turned out but whatever
(Tap fir better quality!)
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They should do a sort of remake of Ninjago where everything is the exact same, except they make the animation ATLA style and it's actually PG-13 so it shows how violent and bloody a lot of the fight scenes are. Super detailed fight scenes. The plot is all the same with the first seasons having all the funky shenanigans like the Blade Cup dance battle and Zane's funny switch. We get height differences between the ninja and we get to see a big age difference between kid Lloyd and tomorrows tea Lloyd, he also gets subtle oni feature like glowy red eyes and fangs and pointed ears. Everyone gets different ethnic features like different skin tones and builds. The serpentine get giant naga like designs, super detailed dragons
Most importantly they can say fuck
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Lessons in Game Design, lecture by Will Wright [Recorded November 20, 2003]
Will Wright has become one of the most successful designers of interactive entertainment in the world. He began working on what would become SimCity—The City Simulator in 1985. Using a complex technique, he found a way to bring realistic simulations to desktop PCs. Previously simulations of this sort were only available to the military, scientists and academicians. However, using an easy to use graphic interface, the world of simulations opened up to consumers.
Wright co-founded Maxis (now part of Electronic Arts) with Jeff Braun in 1987. SimCity was released in 1989, and within a few months became a hit. The game has since won 24 domestic and international awards. With Fred Haslem, Wright co-designed SimEarth—The Living Planet in 1990, a simulation of a planet based on the Gaia theory of James Lovelock. In 1991, Wright and Justin McCormick designed SimAnt—The Electronic Ant Colony, a scientifically-accurate simulation of an ant colony. SimCity 2000, and SimCopter, a helicopter flight game, are also part of Wright's recent repertoire. SimCity 3000 Unlimited, the definitive version of 1999s best-selling game SimCity 3000, continued in the tradition. The long-awaited 4th generation, SimCity 4, was released in January 2003.
Taking computer entertainment to its most personal level, Wrights ground-breaking game The Sims, puts players in charge of the lives of a neighborhood of simulated people. Released in February of 2000, this wildly popular title has become a cultural phenomenon, sold millions of copies worldwide, has received numerous Game of The Years accolades, and has become the best selling PC game of all time. The Sims has inspired several expansion packs including Livin Large, House Party, Hot Date, Vacation, Unleashed, and Superstar!
The Sims Online™ enables you to take your Sims to an online world where you get to be yourself or whoever you want to be. In this world you have your own piece of land to do with as you please. In this open-ended, online world, you choose your role, your attitude and your destiny.
In this lecture, recorded in November 2003, Wright discusses various aspects of game design, human interfaces, artificial intelligence, metrics, simulation and the future of gaming.
Catalog Number: 102703077
Lot Number: X4881.2009
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