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Horace Pippin was #BTD in 1888. Celebrate with our #volunpeers by exploring his now transcribed illustrated autobiography, where he recounted his experiences as a soldier during WWI in the Smithsonian Transcription Center: http://s.si.edu/2GCQLiO
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i think the most wholesome prank i ever pulled was with a friend who had a polaroid camera and we were out one evening walking around the neighbourhood and this one neighbour had a garden gnome and we kidnapped him for the evening and took a bunch of polaroids of his wild night out: gnome on the swing set, gnome climbing a tree, gnome laying down next to an empty bottle of vodka, gnome just causing an absolute ruckus and then we took all the pictures and put them in a little see-through food storage bag to keep them dry and put them under the gnome who we left on the doorstep of the house we got him from
anyway a few nights later we walked past again and wondered if the photos had been found and what the person must have thought and then we saw the gnome in pride of place balanced on the window ledge, and stuck to the inside of the window behind him were the polaroids with a sign saying “The Boy On Tour”
fast foods
- Everything not saved will be lost -
I figured I’d show a time lapse of my editing process, not that it’s particularly complicated or anything but yeah.
Copyright NVM - Illustration.
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:(
The roar of the falls, the hum of the pylons
Get ready to feel all the feels as we showcase GRIS in this week’s Indie Game Spotlight. A 2D puzzle platformer, GRIS follows the story of a hopeful young girl lost in a beautiful, dreamlike world, who’s struggling to deal with a recent traumatic experience.
Conrad Roset, the creative director of GRIS, was gracious enough to chat with us about the inspiration and concepts behind the game. GRIS is available now on Steam and Nintendo Switch!
We have taken a huge amount of references from everywhere we could, not only video games. Sure, Shadow of the Colossus or Journey are great influence, but also from outside the video game media: from Ghibli films (the wondrous characters from Spirited Away or Mononoke Hime) to Disney film’s backgrounds, Moebius compositions, Theo Jansen moving sculpture or Calder’s mobiles and a long list of etceteras.
We spent the best part of a year designing the game as a whole. It was challenging, as I come from the world of illustration and I resisted to use repeated assets, I wanted GRIS to feel like an illustration itself. In the end, I’m really happy with the result, I think we managed a good performance-visuals balance.
We use color as a metaphor a lot, being as it is a really artistic, emotional game, we focused on capturing those emotions and their evolution through not only the audiovisual factor itself but also with how it changes and grows over time.
That’s the thing: we hope it affects everyone differently. GRIS is an open to interpretation experience, and each player is supposed to draw their own personal conclusions from it.
Sure, we are preparing it! ;)
Have you played GRIS yet? For more GRIS-related content, make sure to check out the website here. GRIS is now available on Steam and Nintendo Switch.
Opposites
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