if somone made pixel art of mulch id be very happy boy
enjoy your mulch
throwback to the time i didn’t realize that mulch was the name of someone’s fursona
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@mediocrecrayon
if somone made pixel art of mulch id be very happy boy
enjoy your mulch
throwback to the time i didn’t realize that mulch was the name of someone’s fursona

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i'm going to have to get into the backrooms art movement (yes I'm calling it an art movement) because. yes there is something so perennially entrancing about places that have manmade characteristics and materials but have elements of arbitrariness, indifference, and limitless scale and size that appear to rule out the possibility that they were created by humans.
call it "backrooms" or liminal space photography or "weirdcore" or liminal horror or any of the derivatives of those things that I don't know about yet.
it is an internet-based art movement with obvious inspirations from Surrealism. and it is so deeply about Places, about built environments.
built environments have a logic to them. stairs have to be this steep and this wide, doors have to be this size, windows are arranged like this, rooms are connected by hallways, buildings have a purpose and are internally structured according to it, houses have places to sleep and eat and entertain guests, people are supposed to move through spaces a certain way and do certain activities in them
a place that uses the materials and aesthetic elements of human-built structures but doesn't obey these logics is eerie, it's uncanny, it's scary. and there is a ton of fascinating art being created about this but it's mostly in forms that get little to no serious academic consideration (video games, 'found footage' style youtube videos, 'aesthetic' pinterest edits...)
over winter break I actually started to write an essay about this
The first type of liminal space content is photography of spaces that actually exist. Some of the most common examples are hotels, hallways, public spaces that are empty or abandoned. The second type is created images of places that do not exist, but give the same sort of eerie feeling. Real estate listings and urban exploration photography can provide sources for real images, but digitally created images tend to emulate imagery more associated with dreams, memories, or video game terrain. Arguably, the quintessential liminal space is a hotel or motel hallway. These are liminal in the strict sense of the word; transition zones, in-between spaces that don’t have an independent life of their own. Most spaces give cues to their purpose, what they were built “for,” and therefore how we are expected to behave within them. In many environments often appropriated for “liminal” aesthetics, these cues are mixed or contradictory. In a hotel, the furnishings are supposed to make the visitor feel like “home,” but a hotel isn’t home, it is arbitrary and impersonal. This kind of aesthetic or landscape has become inescapable in horror art. As an art movement, it borrows a lot from surrealism, but instead of objects or figures, the subjects are landscapes, spaces. They are built environments with an unclear purpose. In the case of real photographs of places that exist, this ambiguity is captured incidentally. They are places you aren’t supposed to stay in, that you aren’t supposed to think of as places. We can see this with “liminal” pictures drawn from real estate photos of empty houses. We understand that these empty spaces are empty temporarily; they are waiting for an occupant to move in, but if we are invited to imagine existing in these spaces instead of simply passing through them, they take on an unreal and eerie quality. In the case of created or imagined spaces, their eeriness can be created more intentionally by toying with the principles of architectural design. Spaces are designed to give cues to how we are supposed to behave in them; they attempt to influence our behavior. A supermarket is mazelike, windowless, and crowded with stimuli that are vying for our attention; they are perpetually lit with white, unnatural light, providing no cues to the passage of time. This is because the store owners profit more if you lose track of time inside the supermarket. Liminal spaces are essentially spaces that, intentionally or unintentionally, violate our sense of knowing what to do within that space based upon the cues provided by how the space is designed. In one of the “liminal space”-based games I played, Pools, a sense of eeriness and fear is created by violating conventional rules for how spaces are designed. Because of building codes and other rules, real-world structures have very consistent characteristics. Pools was replete with architectural elements that violated these rules: doorways that were too low or narrow, stairways with no rails overlooking endless voids, room geometries that were confusing with poor sightlines, lighting that seemed too bright or too dim for the space, ceilings that are too high or too low, and of course, few cues for how to navigate the area. “Poolrooms” are compelling and popular liminal spaces because this sense of unclarity can be created so easily: swimming pools are very specific kinds of spaces that occur in very specific contexts and for very specific purposes. They are encountered in indoor contexts, but never unexpectedly. For safety reasons, as well, their placement and design follow some very rigid, consistent rules. This is why “poolrooms” feel eerie: they are violating so many rules we implicitly understand about built environments, while at the same time, they feel pleasant, even natural. Water bodies in nature are found everywhere, submerging and intersecting with parts of the terrain, so poolrooms don’t violate what we know about water.
this was basically as far as I got but i think I was onto something
@starlight-shadowbanned you are right actually! it is common for people to find these works comforting or peaceful
it is part of what I like about it, honestly, there are all sorts of complex feelings in it. Eerieness, nostalgia, strange and ambivalent tangles of serenity and unease.
Can't stop drawing this guy, his face rocks

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SpongeBob animation cel from Employee of the Month.
the concept of jay bauman watching pink flamingos at age 13 in the early 90's why is he literally gay
always thinking of that “i couldn’t stop wasting time” quote
song of the summer!!
The wildest thing about Ben 10 is that it took until 2005 for someone to have the idea "what if a kid could turn into a bunch of aliens" like this isn't obviously the coolest and most marketable premise for anything ever. Each design is a new toy. A new powerset. Come on.
But to prove that it wasn't a fluke, they continued to have the best ideas for every aspect of it. How does he transform? A cool watch you can also sell as a toy. That watch's name? Omnitrix. Say it. It's so satisfying. How many aliens? Ten. Nice round number. The kid's name? Ben. The show's name? Ben Ten. His full name is Benjamin Tennyson, a normal, plausible name, but he also turns into 10 aliens.
Bigger brands dream about this synergy. Better writers would kill for this coherence. So holistic. So intuitive. The identity alone!!! The retro alien sound motif? Chilling. The green? Any other color would be wrong. The kirby krackle pattern? It seems so obvious in retrospect. The roadtrip format? Genius. Lesser writers would've done the spider-man high school thing. His arch nemesis being Cthulhu darth vader? Inspired, iconic, intimidating!
The execution has its highs and lows, but the idea??? Game changing. So self-evident that it seems inevitable. If Ben 10 didn't exist, it would be necessary to invent him.

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bugs & a slug brass figurines by TinyMiniSmall
Holy Husks - The Shell is either a Casket, or a crusade
Hernán Conde de Boeck, “Murders in the Rue Morgue”
A short comic I pulled together for an artist battle on enterVOID, about giving in to the call of the ocean <3

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Beep boop and all that
SLEEPY STREAM
Gonna be playing Picayune Dreams and doodling to stay awake. Come talk to me.
twitch.tv/pencilslop
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