Still on my utility pole bullshit
Yeah dawg

titsay

Kiana Khansmith
d e v o n
todays bird
almost home
Peter Solarz
i don't do bad sauce passes

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pixel skylines
noise dept.
hello vonnie
Xuebing Du
Three Goblin Art
NASA
Monterey Bay Aquarium

izzy's playlists!

Origami Around
sheepfilms
dirt enthusiast

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@phranao
Still on my utility pole bullshit
Yeah dawg

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Coloring digitally a werewolf anhelor I drew while standing in line at the dmv...!!! If she was at the dmv she'd start hyperventilating and flee.
Some wacky illustrations for a short dissertation I wrote for my Masters, exploring the relationship between medieval illuminations, marginalia, and online ads.
Markers on cartridge paper.

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UBI needs to happen. via antiwork
I think most importantly, it would give us the leverage to say “no”. To walk away from bad jobs and abusive managers. To refuse to work in unsafe environments. To demand better pay.
To demand better, because the options are no longer “suck it up” or “die”.
The counter-argument: Not having UBI is in the interests of those in power who want to do anything to the people they are in power over in order to remain in power.
If the greed of the few should come before the need of the many.
1,025 days left
This is why we can never let local news die. Commitment to the bit as an art form must survive
recently my friend's comics professor told her that it's acceptable to use gen AI for script-writing but not for art, since a machine can't generate meaningful artistic work. meanwhile, my sister's screenwriting professor said that they can use gen AI for concept art and visualization, but that it won't be able to generate a script that's any good. and at my job, it seems like each department says that AI can be useful in every field except the one that they know best.
It's only ever the jobs we're unfamiliar with that we assume can be replaced with automation. The more attuned we are with certain processes, crafts, and occupations, the more we realize that gen AI will never be able to provide a suitable replacement. The case for its existence relies on our ignorance of the work and skill required to do everything we don't.
I like how the lack of spacing here implies that the helpline is there for those addicted to eating raw flour, dough, or batter, like a gambling helpline or something
“First season of LEVERAGE - so he's 21 years old - he shows me his watch designs. I'm expecting, y' know, celebrity strap branding or faces. No, it's engineering schematics of GEARS and shit. Pages of them. Even then, there were none so cool.” - John Rogers

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More images from Tsutomu Nihei’s Megalomania
"Neighborhood Watch"
as a birdwatcher, i registered a certain familiarity with how the entire neighborhood converged with their horns and whistles to drive away the threat. this is definitely a rough piece, but i had to get it out of me.
something something the poetry of science etc
woah
yeah
Shepard during the destruction of the Normandy
You talk a lot of about how time is the most important resource, and I think you've mentioned the pressure to get the project done before. How did the pace of work evolve over the development of the game?
Time is the most expensive because how much it costs to keep things running. So if you were to think about how much the studio costs to run with wages and any subscription fees etc, it gets expensive fast. Tom and I did the bulk of the work, so usually it was two wages we had to cover and our own materials, but if something took a month extra suddenly you're having to pay several more grand to finish something up. And with a large project its very very easy for lots of little things to take longer which can make the project months longer than initially stated which, if you can imagine, can add up to tens of thousands that we needed to ask for that wasn't in our initial budget to the publisher. The work was very very hard at the end, and part of it was my own fault for not being so careful with my own time management, and also not realising the size of the game we were making (we added bosses and larger levels that wasn't in our initial pitch). At the end of the day though we wanted to make a -good- game. So we put in what it took (in our minds) to make it good, and axed things that seemed cool, but not necessarily adding to the experience beyond what was already there.
Pre-production felt great, production was hard. End of production was the toughest. We finished the redesign of the Duchess boss battle two days before it was released on steam (we had @aruudlay testing the game basically whatever hours they were able to right up to the last minute) and tom uploaded the final build to steam 30 minutes before it went live.
Scope creep is very real, and managing a project to completion is absolutely its own entirely separate skill that is not at all dependent on how good of a programmer/artist/musician/etc you are. It's something I try to tell to developers who are starting their first ever project!

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tumblr ruins the quality of my image like shit
National Geographic October 1984