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#interaction designer
batbabydamian · 21 days
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reverse robins of my fav trio!
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critterbitter · 4 months
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THEY ARE ELECTRIC STARTER BUDDIES NOW.
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Emmet and tynamo become partners! With a buddy in his pocket (literally), Emmy’s becoming bolder by the day.
Plus a bonus Ingo. (He has not found a starter yet. Here's his feelings on that.)
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For more, check out the submas masterpost!
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blacktabbygames · 5 months
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Slay the Princess Concept Art
We shared a bunch of concept art on Twitter today. Sharing it here, too, where you can find it all in one post. Post contains spoilers, so proceed with caution (or just play the game already if you haven't 😉)
Going to start with the first piece of concept art Abby drew for the game.
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In the earliest stages of development, we toyed around with the concept of there being multiple "end game" forms of the Princess.
The initial outline, rather than being tied together by an overarching metanarrative, structured a full playthrough as a 5-6 chapter long, self-contained journey down a single route, determined by your decisions in chapter 1. Here's an alternative late-game form:
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The idea of deviating end-game forms didn't lost for very long, though. As we explored the game's themes more deeply, it made the most sense for there to be a singular "true" form.
If your reality is shaped by subjectivity and perception, then the "truth" has to be what's left when that subjectivity is swept away. the Shifting Mound's final design feels like that initial truth for the Princess, though there's also another truth if you push back against her and press on into the final cabin.
We really liked this "void" design, and I played around with the idea of it being an intermediary to the final form. The "void" Princess would be what you saw upon encountering the final Princess without understanding your own truth, but once you had that understanding, you would see her as the Shifting Mound, as depicted in the game.
That gave way to the intermediary design of the SM being a sea of disembodied limbs, and we also took parts of both designs and incorporated them into the protagonist (particularly the wings.) You can see the eyes and feathers for this void form in the ending card of the original trailer below:
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You can see extremely early concept art for the spectre (top), nightmare (top-right), stranger (left), beast (bottom) and ??? (right) as well!
The eyes became a motif in the Nightmare route (Paranoid's manifestation of the fear of being watched), but I also like to think of them as a part of The Long Quiet's truth. You are space and emptiness, but you're also that which observes those things, and it's your perceptions that give the Shifting Mound shape.
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Anyways, on the note of the original original concepts for the game, the Princess was initially going to remain human for several loops before taking on more monstrous forms. Some concepts of that are below. Had to get Abby to tone down some of the more horrifically cartoonish designs because they creeped me out and I didn't want to romance them in a video game.
We had to hold our cards close to our chest in the non-metanarrative early drafts, which is part of why, even in the first demo, the cabin doesn't really change much in chapter 2. More room to subtly play with the concept of transformation over time.
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There were a lot of reasons we moved in a different direction for the full release. The branching was unmanageably large to write, and the game felt like a slog to write.
Using an overarching narrative as a framing mechanism in the final version gave us a lot more freedom to explore wildly divergent ideas within routes while still driving the player towards the originally planned finale.
Anyways, now we've got some concept art for individual princesses. There's a lot more than this lying around somewhere, but it's all in sketchbooks, and we'll probably wait until we make an art book to show it off.
First is the tower, who really didn't change much at all. (She got a little thicker, I guess. All of the Princesses did)
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Not a lot to say about her, other than the fact that we knew we wanted a set piece where she gets so big that the trees and cabin orbit around her.
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The stranger went through many many redesigns over the course of development. Here, she was a "princess skin" filled with a hive of sentient bugs. The script wasn't working for me, though, so instead she became a peak behind the curtains without the necessary context to know her.
A lot of people ask how these earlier drafts of the Stranger route would have played out, and the answer is I can't tell you, because I couldn't figure out something worth writing.
The writing process for individual routes didn't really start with outlines or plot beats. Rather, the routes started from a theme and a relationship dynamic, and I organically found their outcomes by exploring actions within those themes, and then seeing if those passed Abby's editor brain.
Neither of us found actions we wanted to explore with those versions of the Stranger, at least actions that weren't a beat-by-beat retelling of chapter 1, which contained way too much variation to put on a single chapter 2 route.
If each princess examines a relationship formed by perception and first impressions, the Stranger examines one that's fundamentally unknowable. One where you've seen too much, too quickly.
An insect hive-mind pretending to be a person seemed like a good starting point, but it was too difficult to write any interactions that didn't immediately feel knowable, if still strange. So the final version of the Stranger was designed in such a way where her unknowability makes interacting with her on a human level fundamentally impossible, and you don't get to have a real conversation with her unless you satisfy extremely specific criteria.
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Anyways next up is the razor's final form. We decided she needed more swords.
Hearts became an accidental motif very quickly in the development process, too. (The fact that it is only strikes to the heart that fell her in the demo was accidental, but it felt poetic so we extended it to the rest of the game.)
So on top of adding more swords, we made her heart visible. This is something we did with the fury as well, as a way of showing their emotional (and physical) vulnerability.
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Here's an early version of the Adversary and what would eventually become the Eye of the Needle, back when she was still called the Fury. Originally her hair was going to be fire (as seen on the right), but it didn't feel right in its execution.
She's hit the gym since this concept art. Good for her :)
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And we're going to end with the Beast, who at this point was called the Adversary. I think this was before the Witch was added? The Beast was originally designed to be a Questing Beast who lurked in the shadows, where you'd only see glimpses of her, and where each glimpse would make her appear to be a different animal. This was too difficult to execute, though we gave her a more chimera-like appearance in the final game.
This design was from when we still has the Voice of the Obsessed, and the route was going to be a more feral mirror of what eventually became the Adversary, but it felt too thematically similar while being less interesting, so we moved in the direction of making the Beast about consumption as a form of love.
Anyways, that's all we've got for you right now. Hope this was fun!
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lemonebar · 2 months
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They’ve been on my mind lately
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time-woods · 6 months
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someone asked for my interpretations of the characters prismo and scarab wouldve made at the end of fionna and cake,
so here we have Sīdus the Fallen star and The Carmine Cavalier (also regarded as Carma (like karma))
im proud of scarabs character name simply cause cavalier used as an adjective can mean someone who doesnt care for others. also really proud of his sickle thing- its like the mandibles of a beetle but it acts like a guiding weapon rather than attacking, so he can just hook people and completely displace their movements but it can also be used for punching like brass knuckles
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jamiethebeeart · 2 months
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Lineart by @ovytia-art which was such a blast to color - I love the entire vibe of all of them hanging out together so much @green-with-envy-phandom-event
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mauricecherry · 1 year
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Maintaining authenticity is an important part of every creative’s journey, especially as you move up the ranks and gain more experience. But does it come at a cost? That certainly came up during my conversation with the highly acclaimed designer Ube Urban. Ube defines a space that is unclear — the innovation space — but he’s learned to wield that in his favor and now he’s on the lookout for his next opportunity.
Ube explained more about what he does, going in-depth with how he first got involved in design and how he works with brands. He also shared his story about growing up in Hawai’i, moving to California for college, and how his early entrepreneurial journey as a creative in San Francisco eventually brought him to Atlanta. We also spent some time talking about how he maintains his authentic self in an industry that often forces you into a box. Ube is so much more than his profession, and I think by the end of this conversation, you’ll see that too!
For extended show notes, including a full transcript of this interview, visit revisionpath.com.
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Revision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA.
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h3artshapedkisses · 2 months
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World renowned actress vs. her male co-star.
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omggggg your crying child is sooooo cuteeeeeee more of him pleaseeeee
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I’m glad y’all liked his design! I hope to draw him, and the other ghost kids more
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sheerakk · 7 months
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welcometogrouchland · 3 months
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ANOTHER SKETCH DUMP! Featuring more of me playing with lineless art. Batman reborn era trio (dick, damian and steph) I miss you...when will you return from war. Also featuring Steph designs bc I've seen ppl dissatisfied w/ her current look, some good mom Talia, and Jason Todd poetry club. Duke is confused not that Jason would start a poetry club but that he'd have such mid poetry opinions. (ID in Alt)
#dc comics#batfamily#damian wayne#stephanie brown#dick grayson#talia al ghul#duke thomas#cassandra cain#mine#woo new art tag. please god let me keep this up all year#uhh anyway yeah! still a big backlog of sketches but i got burnt out which means i had time to collect some#i feel like my art looks. extremely different w/o lines compared to with? idk i worry that's it weird/off-putting#but hey at the end of the day I'm hardly worrying about my brand integrity on tumblr dot com#duke and cass being at poetry club is based on them canonically being into poetry and for a good while duke and jason got along well#Steph is there for both jason and cass' emotional support (unfortunately there's a design flaw. she can't do both simultaneously)#(which is fine bc cass is fleeing the scene at the idea of having to casually hang out with jason)#(they're the exact amount of similar and more importantly different that it's like putting two firecrackers together. bad)#i really like the steph mask designs... it'd be fun to do something with them but idk what y'know?#I'm just like. if we're assuming that her mask has to be different from both babs and cass then this is what I've got as alternatives#i mostly wanted to practice character interaction with the talia and damian one... and also i love them#looking at james gunns batman movie proposal. you keep your hands OFF HER MR GUNN#please if shes evil in a movie they're never gonna let her be good in the comics again 😭#dc when you inevitably cave and do your next big reboot let the ppl finally have the son of the demon origin (w/ tweaks of course)#idk it's canon in my heart. heartcanon if you will <3#anyway yeah uhhhhhh enjoy?
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scipunk · 18 days
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Alien (1979)
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applestruda · 1 year
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Catching up with the hermit-a-day challenge
Week 1: Etho, Iskall, False, Gem, and Doc
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blacktabbygames · 6 months
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hey did you know that slay the princess is out now? did you know it's on sale with a 10% launch discount until november 2nd? do you want to spend several hours getting sternly lectured by and annoying jonathan sims?? well this is your game i think it's good and you should buy it but don't listen to me look at that 91 metascore—and for us, just a couple of lil guys make a game with no gameplay other than click dialogue options! idk must be fun
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“An existentially horrific visual novel, with an incredibly well-written plot, a beautiful score and graphics that will enrapture all senses. One of the best narrative games of 2023.” 10/10 – Voxel Smash
“There isn’t a single thing I don’t like about Slay the Princess. The presentation is beautiful, the story is fantastic and moving, the voice acting of amazing characters is done phenomenally well, and the branching paths of the story give you what feels like unlimited possibilities.” 10/10 – Try Hard Guides
“Slay the Princess will stay with you for a long time, I think. It’s absurdist and dark and haunting in a way that not a lot of games are. If you have an itch for something that’s spooky but also morally confronting and you will be thinking about it for days to come, it’s impossible not to recommend this.” A- – Player 2
Anyways more seriously truly from the bottom of our hearts thank you all so much for making this launch a world-shifting experience for us! We can't wait to share more games with you, starting with Episode 5 of Scarlet Hollow 👀
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lea-sbian · 1 month
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Practice for differing facial types using some head-canon facial designs for the portal girlies, and a complete redesign for the portal reloaded and aperture tag girls cause I think it would be more interesting than them just being recolored chell.
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eyenaku · 1 year
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CELESTIAL WARDS SERIES
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4 piece set consisting of Dusk Warden, Dawn Warden, Sun Ward, and Moon Ward.
Hand-sculpted ceramics (Dawn and Sun being mason-stained porcelain + Dusk and Moon being earthenware) with underglaze, slip, and luster accents (as well as minor post-fire additions). Click on their names to go to their individual posts for more details!
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