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JBB: An Artblog!
he wasn't even looking at me and he found me
Sade Olutola

oozey mess
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will byers stan first human second
let's talk about Bridgerton tea, my ask is open
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almost home
KIROKAZE

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Origami Around

Andulka
dirt enthusiast
d e v o n
NASA

2025 on Tumblr: Trends That Defined the Year

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@biostef

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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you look extremely submissive and breedable today
*ears flutter* o-oh... thank you... *tail begins to wag* that's very nice of you to say *looks down* i always try to look my best! *I gaze into your eyes, a twinkle in mine*
WHAT do you want
i-im so sowwy *tail droops* is there ANYTHING i can do for you to fowgive me? ;w;
(via livejamie)
date of origin: 29th of december, 2008.
Memories of Teldrassil by NihilAzari Art Source: https://ift.tt/3kh4wJb New news website for furry fans: http://awoonews.com
Hi Josh, I'm a 3D environment artist at blizzard, and one of my favorite game, if not the one, is fallout new vegas. I have a question about landmarks. I remember you mentioning the landmark rule from new vegas and bethesda games, which is the ability to see 3 landmarks at any given time to always give the player, points of interests to explore. I was wondering how you can tackle something like this in a top down game, like pillars of eternity, since your camera technically canāt see far away.
Thatās a great question.Ā When were in the document and block-out phases of developing a Pillars/Deadfire level, one of my requirements for area designers was a screen grid placed over the map.Ā This was an important step to help everyone understand scale and to understand what the player would see at any given point on the map.
This isnāt a real block-out/mock-up, but for the sake of illustrating what Iām talking about, I put some vague screen guidelines over this map from Gamepressure.
When I look at this map, Iām looking for any sections of open ground that cannot see edges of physical features on a normal screen view, at which point the player may become disoriented.Ā Iām also looking for distinctiveĀ features that can help the player orient themselves: the two different tower ruins, the obelisk, the palm tree, the xaurip camp, the quicksand, the VTC camp, the edges of the oasis, and the entrance to the ruins themselves.
On interiors, we try to do the same thing, but also paying attention to things like differences in lighting, differences in prop decoration, and so on.Ā Dungeons can be very disorienting and we intentionally avoided using minimaps or guide arrows on the main game view.Ā This puts a heavier responsibility on us as designers to ensure that players can intuitively navigate through the space by using the physical features of that space.
Here is an example from Pillars 1.Ā I donāt do much area design these days, but on Pillars 1, I did the documentation layout (but not actual block in or area design) for six exterior maps.Ā This is Magranās Fork, which was aĀ ā4x4ā³ -- a term we have used since Infinity Engine days to define the number of screens that a map take up.Ā For us, 1 screen = 1920x1080 pixels.Ā At some point, Pillars 1ā²s lead area designer, Bobby Null, came up with a % to follow that, e.g. 3x3x50%, which indicated that 50% of the screenspace was empty -- useful for dungeons with a lot of negative space.
This way of defining a map helps production and environment artists a lot when weāre scheduling work.Ā Anyway, hereās my map:
While there are a few spots that are simplyĀ āopen groundā (or light forest), I placed landmarks throughout the map to help with orientation.Ā Note that at this point I was not designing content for the area, simply a physical layout.Ā Area designers created the content much, much later.Ā This process is atypical, as area designers usually define their own map layouts, but was necessary in this case because we had more environment art time than area designer time and I felt confident in my ability to do a solid wilderness area layout.
Hereās the actual map, again courtesy of Gamepressure:
While it is not 1:1, itās quite close, and the artist added additional physical features to help further aid navigation.
The process isnāt foolproof, but it provides a solid foundation that allows for relatively easy navigation and re-traversal without requiring a mini-map, which was the goal.
As a side note, the Deadfire world map was notĀ designed with the goal of making the player feel secure while exploring.Ā Exploring while sailing in Deadfire requires the player to spend a fair amount of time in open water with no landmarks at all to guide their way.Ā I intentionally developed and tweaked the layout of the map to induce a measure of insecurity and (mild!) anxiety when venturing out into open water.Ā If the player was navigating into open water without a specific destination in mind, I wanted them to feel some unease about what could happen.
Iāve talked at length about things I did wrong with the sailing and ship combat mechanics, but I did like the sense of exploration in Deadfire and feel that I accomplished what I set out to (with some notable exceptions).

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Mmm blood
ok letās not start the day like this
Boys who dress like ice creams
i clicked on this and now mario has my computer. be careful
this is the next tumblr virus
i love this image so much

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DILF
discourse iād like to forget
you know what i would pay someone to make for me?
a huki plush from mnog
edit: this little guy

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when people tell me they like me on here this is all i can think of