The programming/math thing of not getting a thing for hours or even days, then getting it and going "oh I'm dumb "
And immediately after having to explain to your friends you don't actually believe you're dumb and it's not self loathing it's just part of the process
Call of Duty: World at War was released 16 years ago today!
Have you had the chance to play it? đȘ
Seoul Noir by Siana Sunghee Park
You must have seen me either through my occasional posts or small outer interactions from time to time around this site. But despite the unanticipated visit, anyway, I'm glad you broke into my desolate little den through, I feel less lonely now.
If you've somehow found some value concealed in this blog and consider supporting, actually, no worries through. Keep in mind your support is welcome. Thank you!
Feel free to settle in here and take this mug if you consider staying đ”
In a few words, I'm Septem (â Š), but feel free to refer me as daemonware.
I'm a broke INTJ-A (5w4), and as well, an aspiring in a lot of things (self-taught for now) randomly browsing for what suits me and wasting several hours on my own studying and drawing.
All my work catalogued and updated, along social media profiles to track or contact me when needed!
About my work My website!
Socials & portfolios On Carrd â
Contact â
The Elder Scrolls V: Skyrim (13/â)
Like mentor like student - Modern Warfare Parallels.
⊠perhaps?âŠ
METAL GEAR SOLID (1998)
Russell Adler in Safehouse
jibaro.
find me on instagram!
When asked about how his music for Silent Hill strikes fear in players, Akira Yamaoka responded: âFirst and foremost is âirregularity.â People are analog creatures⊠When things donât happen as we expect, or when the rhythm breaks, we start to get very nervous⊠In short, I betray the userâs expectations.â In the game, as Yamaoka notes, individual loops of music contain irregular rhythms and sound events, most of which would defy accurate transcription with conventional Western notations for duration, pitch, and timbre. On a broader scale, however, several of the gameâs tracks actually achieve an oppressive effect by repeating samples with unwavering regularity. Much of this music can be parsed into melodic and rhythmic cells lasting no longer than a few seconds each. These recycled noise fragments evoke a hellish labyrinth in which paths toward escape and resolution are persistently concealed or deferred.
Cheng, William, 'Monstrous Noise: Silent Hill and the Aesthetic Economies of Fear', in Carol Vernallis, Amy Herzog, and John Richardson (eds), The Oxford Handbook of Sound and Image in Digital Media, Oxford Handbooks (2013; online edn, Oxford Academic, 16 Dec. 2013)