So hey I made functioning tiny guillotine necklaces.
Like the blade will actually drop if you hold it upright and let go.
Finally did some more work on Vytvalen :D
Nothing pretty to show, but I
- added Lua scripting and a dialogue display system
- rewrote the camera to be swooshier and easier to customize.
The Lua stuff probably won't be very useful in Vytvalen because it has no dialogue and most of the cutscenes would probably work better drawn rather than scripted, I did that mostly with a future game in mind. I'll try scripting some of the cutscenes though, might work out~
This month has been a bit bad and I'm worried I won't be able to pay my rent, so if you want to support me you can:
- check out my shop: https://anaisfae.art
- tip me: https://ko-fi.com/anaisfae
- or boost this, thanks 💙
My commissions are also open! Info and examples here https://anaisfae.art/commissions
crow crossing a puddle. first photo looks monochrome but that's just how grey it is here these days. #crowposting
I realize I should probably make some games with stock 3D assets to get a better feel for how they work as part of the whole, but I have such an art-first approach to games that I just can't stay interested when stock art is involved ;_;
I'd like to make a small 3D waking sim/puzzle game one day but I don't know where to begin!
I have experience making 2D games, and I get how 3D movement and colliders work. I have some very basic experience modelling and texturing 3D. But, I have no idea how to begin creating placeholder and final assets for a 3D game. Unfortunately, my skillset is the inverse of what every resource I've seen assumes the reader has :'D
Would love some tips and resources more suited to my 2D experience!
Obligatory disclaimer: obviously I'm exaggerating here xP
But, I definitely feel like the mediocre and outright bad portfolios tend to have the most confident titles and intros. It always makes me happy to see a portfolio with good art also have text to match, so I guess really what I want is good artists to be more confident in themselves :D
If an employer's going to pass on you, let it be because your art isn't what they need, not because your thread title made them not click at all.
Snarking on game art portfolios
I've not seen a clearer demonstration of the Dunning-Kruger effect than in game art portfolio threads.
Threads titled some variant of "Newbie looking for experience": gorgeous work, portfolio includes both beauty shots and break-downs/individual assets.
Threads with titles like "Experienced artist looking to make your game awesome": Only beauty shots and concept art, mostly looking bland, if you're lucky. "Reviews" and links to 50 external sites if you're not.
It's done, I think?! Will have to have a look at it in daylight tomorrow. If I change anything it'll be to fill more spaces in black. Diameter is 38.5cm.
Tentatively for sale, $200 USD for the signed original before shipping , but I'll have to check what shipping will cost as I haven't posted a tube in a while.
I made the webcomic Black Dram! When I'm not working on comics, I'm probably making pixelarty games.
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