ç˝éŹçĽç¤žăéłĽĺą Â || Š HanWen Chen please do not remove caption
Alisa U Zemlji Chuda

JVL
almost home

blake kathryn
ojovivo
cherry valley forever
noise dept.
$LAYYYTER
"I'm Dorothy Gale from Kansas"
TVSTRANGERTHINGS
art blog(derogatory)
Misplaced Lens Cap

#extradirty

@theartofmadeline

Product Placement

oozey mess

Origami Around
NASA
let's talk about Bridgerton tea, my ask is open
Lint Roller? I Barely Know Her
seen from United States
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@moonrustcipher
ç˝éŹçĽç¤žăéłĽĺą Â || Š HanWen Chen please do not remove caption

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Iâm happy now, are you happy now?

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Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain Broken hearts make it rain
A Moon Shaped Pool art (pt. 2)
St. Vincent
Los Angeles, 6 February 2016. By Brian Lowe
St. Vincent
Los Angeles, 6 February 2016. By Brian Lowe

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Thom x Undercover new pix
http://www.undercoverism.com/collections/detail.php?cat=the_Shepherd&c=331&n=14
https://www.instagram.com/undercover_lab/
History of Games Final Project: Devise an innovative game that uses a digital platform. It can be an art game or a commercial one, the focus should be on innovation. If your game was to be produced, the player should be able to have a unique experience.
Game: Pillgrimâs Progress
You play John Pillgrim, drug addict. In an almost preachy sense, you OD and find yourself in a hospital and youâve gotta find memory fragments - simple objects that hold the key to your memory.
You are able to consume drugs (red, blue and green) for various effects that allow you to alter and manipulate the game space. Each drug you take, has a side effect - so weigh your options carefully! With each memory fragment you collect, you find out a little bit more about yourself through a series of cutscenes and dialogue options. The game also progressively gets harder.
The 5th memory fragment reveals a family photo, a fragment of your past. You soon find yourself haunted by the bogeyman - a creature who hunts you for reasons unknown.
The bogeyman
The concept of the bogeyman has its references in games like slenderman as well as the Kuchisake-onna a Japanese legend/myth (?) - I used the example from Fables.
In Fables, the Kuchisake-onna is able to travel between mirrors and reflections.
I also referenced the Corinthian from Neil Gaimanâs Sandman, a nightmare created to be the dark mirror of humanity.
With this in mind, I gave the bogeyman the (later) ability to travel using mirrors and portraits to facilitate jump scares and to force the player to constantly move - increasing the element of Ilinx.
Upon finding the last fragment - the door, the player is taken to one of 2 epilogues depending on the number of times the player has died.
Donât Starve - a ludic diagram I wanted to upload a more high-res image but Tumblr wouldnât let me :(
History of Games: Week 7, Games & Architecture (Part 2/2)
Write two paragraphs on the relationship between Games and Architecture. Illustrate your post with 3 screenshots of your favorite in-game places side by side with AFK referents.
The game I have chosen to reference for this activity is 2kâs Bioshock. Being a huge fan of the Bioshock universe, I felt that with Bioshockâs beautiful graphics and design, Bioshock was the ideal game to illustrate the relationship between Games and Architecture.Â
History of Games: Week 7, Games & Architecture (Part 1/2)
Write two paragraphs on the relationship between Games and Architecture. Illustrate your post with 3 screenshots of your favorite in-game places side by side with AFK referents.
Video game space is not a perfect mirror of real life. James Newman notes of video games that it is the âdeviations from the patterns of âreal spaceâ that enables them to function as gamesâ. Architecture in video games takes on relatable forms through processes of representation, abstraction, simulation, and transformation. This affords players with the means to interpret the game.
I will be using two games to illustrate my understanding of the topic of experiential and symbolic space.Â
The first is the âMount & Bladeâ series, a medieval hack and slash role-playing game where the player takes on the role of an adventurer who may amass armies and take cities. Gameplay largely revolves around experiential space, where the world is largely seen through the characterâs point of view (with the exception of travelling, which takes place on a topographical map) and the player is able to interact with objects, characters and the architecture in the game.Â
The second game Iâd like to talk about is the Age of Empires series of historical real-time strategy games where the player takes charge of civilisations to amass resources and conquer their opponents. Gameplay revolves around symbolic space, and the player is largely detached from the environment, moving units across the terrain rather than actively participating in the activity.Â
Experiential and symbolic space represent two different viewpoints in spatial representation. Both experiential and symbolic space differ in terms of the spatial experience afforded to the player. This experience has a strong influence on gameplay, affecting the playability of game space.
In McGregorâs Game space: Play & Architecture in Video games states that âexperiential space is about experiencing space, building on our bodily experiences of living in space. Intrinsic to a corporeal and physical understanding of space is the concept of movement in that space. Experiential space is dominated by an understanding of space as something through which we move, where we negotiate the physical relationship of objects in space.â For example, in Mount & Blade, a majority of the activity takes place in the experiential space, where players are actively involved in the movement, combat, and recruitment of soldiers and companions. Â
A typical battle in Mount & Blade
On the other hand, "Symbolic space conversely is less concerned with the relationship of the human body to space and more concerned with symbolic relationships that humans apply to space.â Â McGregor also states that "In a symbolic space the player is detached from the terrain. Troops and tanks move across the terrain in Starcraft in a manner that is significantly disconnected from the quality of the landscape. We control troop movements with the disinterested passion of a general poring over a topographic map of the battlefield arena, aware of but not experiencing the terrain. In contrast in an experiential representation of warfare we are part of that arena.â This is evident in the Age of Empires series, where players move units across the terrain, observing the action rather than actively participating in it.
Battle sequence in Age of Empires II: The Conquerors Expansion
While both examples showcase battle sequences, the experience derived is different. In Mount & Blade, while the player is more involved in the battle (experiential space), the player is unaware of the true scale of the battle. In the second example, Age of Empires, the player is less involved in the battle, but gains are clearer representation of the true scale of the battle. Both games, while depicting battle sequences, offer different experiences for the player overall.Â
Through these examples, we can clearly see how the space in video games directly affects the experience derived. Â

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The planets, aligned.
the sickest thing ive ever seen
History of Games Week 6
Understand diagrams and their use in communication: See further info here. Diagrammatize a single critical process that occurs in one of your favourite games. It is absolutely necessary that time is expressed in your diagram.