This Is Such A Stunning And Gorgeous Animation, OP! I Love How You Were Able To Convey A Sense Of Beauty

This is such a stunning and gorgeous animation, OP! I love how you were able to convey a sense of beauty mixed with trepidation.

This is the kind of art that makes me long for the pixel art era of Pokémon!

Hisuian Ghosts In A Snow Grove

Hisuian ghosts in a snow grove

More Posts from Wonderer125blog and Others

1 year ago
Help my family leave Gaza and arrive Canada, organized by Shaymaa Ali
gofundme.com
Hi, My name is Shaymaa, a Canadian- Palestinian woman living in Ontario Cana… Shaymaa Ali needs your support for Help my family leave Gaza

a former classmate of mine shared this fundraiser for her family that is aiming to leave gaza


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2 years ago

can you explain the twitter situation in portal terms

wheatley took over the facility and is making so many stupid decisions that somehow he is accelerating the timer for the reactor explosion that’ll wipe it out


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2 years ago
Jewish communities brace as white supremacists plan Feb. 25 ‘Day of Hate’
The Forward
Police departments and communities across the U.S. are on high alert after white supremacist groups declare Feb. 25 a "Day of Hate."

FUCKING TERRIFYING! Anyways please spread this, Shabbat is this Saturday


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2 years ago

Hello!! If you like my art, please consider supporting me!

Dealing with a super stressful financial situation irl so I opened up a few commission slots on my kofi. Any support would mean the universe to me!

It's been a little while since I've updated my account (I've been busy!!) but for reference all my art can be found directly under #spademimesart. Right now, I only have sketch comms open, as I am trying to push through previous bigger comms.

And if you don't want a drawing, you can also support me by donating there as well, or checking out my shop! I'm trying to raise some money to order new items so I would seriously appreciate anything at all!

Thank you!!!!

Ko-Fi:

Buy Max Vandergrimm a Coffee. ko-fi.com/spademimes
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Become a supporter of Max Vandergrimm today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.

Etsy:

Gorillaz Inspired 2in Glossy Vinyl Stickers - Etsy
etsy.com
This Stickers item by SpadeMimes has 307 favorites from Etsy shoppers. Ships from Weatherford, TX. Listed on May 1, 2023

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2 years ago

Hi- er, this is my first-ever writer's strike, how does one not cross a picket line in this context? I know how not to do it with things like Amazon and IRL strikes, but how does it apply to media/streaming?

Hi, this is a great question, because it allows me to write about the difference between honoring a picket line and a boycott. (This is reminding me of the labor history podcast project that's lain fallow in my drafts folder for some time now...) In its simplest formulation, the difference between a picket line and a boycott is that a picket line targets an employer at the point of production (which involves us as workers), whereas a boycott targets an employer at the point of consumption (which involves us as consumers).

So in the case of the WGA strike, this means that at any company that is being struck by the WGA - I've seen Netflix, Amazon, Apple, Disney, Warner Brothers Discovery, NBC, Paramount, and Sony mentioned, but there may be more (check the WGA website and social media for a comprehensive list) - you do not cross a picket line, whether physical or virtual. This means you do not take a meeting with them, even if its a pre-existing project, you do not take phone calls or texts or emails or Slacks from their executives, you do not pitch them on a spec script you've written, and most of all you do not answer any job application.

Because if this strike is like any strike since the dawn of time, you will see the employers put out ads for short-term contracts that will be very lucrative, generally above union scale - because what they're paying for in addition to your labor is you breaking the picket and damaging the strike - to anyone willing to scab against their fellow workers. GIven that one of the main issues of the WGA are the proliferation of short-term "mini rooms" whereby employers are hiring teams of writers to work overtime for a very short period, to the point where they can only really do the basics (a series outline, some "broken stories," and some scripts) and then have the showrunner redo everything on their lonesome, while not paying writers long-term pay and benefits, I would imagine we're going to see a lot of scab contracts being offered for these mini rooms.

But for most of us, unless we're actively working as writers in Hollywood, most that isn't going to be particularly relevant to our day-to-day working lives. If you're not a professional or aspiring Hollywood writer, the important thing to remember honoring the picket line doesn't mean the same thing as a boycott. WGA West hasn't called on anyone to stop going to the movies or watching tv/steeaming or to cancel their streaming subscriptions or anything like that. If and when that happens, WGA will go to some lengths to publicize that ask - and you should absolutely honor it if you can - so there will be little in the way of ambiguity as to what's going on.

That being said, one of the things that has happened in the past in other strikes is that well-intentioned people get it into their heads to essentially declare wildcat (i.e, unofficial and unsanctioned) boycotts. This kind of stuff comes from a good place, someone wanting to do more to support the case and wanting to avoid morally contaminating themselves by associating with a struck company, but it can have negative effects on the workers and their unions. Wildcat boycotts can harm workers by reducing back-end pay and benefits they get from shows if that stuff is tied to the show's performance, and wildcat boycotts can hurt unions by damaging negotiations with employers that may or may not be going on.

The important thing to remember with all of this is that the strike is about them, not us. Part of being a good ally is remembering to let the workers' voices be heard first and prioritizing being a good listener and following their lead, rather than prioritizing our feelings.


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1 week ago

INTERVIEW WITH SHIGENOBU MATSUYAMA - PRODUCER ON SILENT HILL THE ARCADE

I had the pleasure of interviewing Matsuyama-san, one of the producers on Silent Hill the Arcade! Here's what he had to say :)

Q - How did the idea for Silent Hill The Arcade come to be?

A - During the arcade boom of the 1990s and the 2000s, a desire was born to combine the unique worldview of the Silent Hill series - which was already a very strong IP console game-wise – with the haunted houses one might find in an amusement part. We wanted something that could provide an easy and pleasurable experience to an extremely varied range of customers… as in, the casual users. This is the idea that brought Silent Hill Arcade (SHA in short) to life. However, since our goal was to create a new kind of experience that could not be replicated anywhere else, we designed a game that could make the most effective use of the 5.1ch surround sound system, which was something that arcade games hadn’t adopted until that point, with a type of cabinet that could be somewhat isolated from the rest of the arcade via the use of curtains.

Q - Roughly how long did development for the game take?

A - At the time, the development cycle of an arcade game was so short it would be unimaginable today. The shortest one was around six months, the longest about one year and a half. I think SHA took us around one year and two months.

Q - What parts of development were most enjoyable for you?

A – Usually, arcade games are tested a certain number of times, both during development and just before launch in each and every country where their release has been scheduled (which, for SHA, meant Japan, the US, the UK, Italy, Spain, France, Hong Kong and Singapore). In order to keep the development budget for SHA as low as possible, however, I personally traveled alone to the US for the market testing, assembled the cabinet all by myself, repaired it when it was out of order, and stood next to it for days on end, pen and paper in my hand, ready to collect the players’ data. Game development, nearly 20 years ago, was very much an analog experience. It was also hard work, but when I look back, I have so many good memories of that time.

Q - Do you remember any kinds of ideas that you and the team wanted to include in the game, but didn’t in the end?

A – I’m sure this will sound obvious, since SHA was based on a pre-existing IP, but since the framework was pretty much already set when it came to characters and plot, we had to be extremely careful not to deviate from it so that we wouldn’t create inconsistencies. Personally, I would have loved to take the story in slightly wilder directions and include new and fresh ideas.

Q - I loved seeing so many locations from Silent Hill 3 and 4 make an appearance in the game! Was the team who worked on those two games involved in making any decisions for Silent Hill The Arcade?

A - We of course personally consulted select staff members of Konami, like for example Producer Yamaoka, with whom I had been acquainted with since before SHA. However, most development teams had a mix of internal and external members that changed pretty fluidly with each and every year, so there was no real collaboration between the various teams.

Q - What level of freedom were you given for creating this original story within the Silent Hill universe? Were you given any specific directives on what you could or could not integrate/use in the story?

A - If I have to express my personal point of view on the matter, however, should you compare the storyline for SHA with the timeline of the other games, you would indeed notice a few minor inconsistencies that we were not able to completely solve. That’s something I still have regrets about.

Q - Tell me about translating a traditional survival horror experience into the rail shooter genre and control style. What kind of considerations did you have to make for this?

A - The biggest challenge was by far to design a game system that could be as simple as possible, and to regulate the level of challenge in a way that felt balanced, because we didn't want to force complicated controls or an exceedingly high difficulty level on the casual arcade players. Moreover, there was another balance we had to strike perfectly: more specifically, the one between the aforementioned "haunted house" element - the one that was unique to SHA, with its sequences of terrifying events - and the thrilling playstyle that a rail shooter should provide to the player.

Q - As a final product, what are your personal thoughts on the game?

A - I think it had a state-of-the-art sound system, that the design of the cabinet, with its creepy-looking curtains, made people want to take a peek inside, and that the rail shooting system was simple and could be enjoyed by virtually everyone. I think we managed to combine these various elements with a one-of-a-kind worldview of Silent Hill in a way that was in my opinion pretty good! Of course, each and every member of the staff did their part, and I thank all of them wholeheartedly.

Q - Are you working on anything currently that you’d like me to mention?

A - Feel free to write whatever you prefer! If anything, I should thank you, since you allowed me to walk down the nostalgia lane and recall memories from almost 20 years ago that had been dimmed down by the passage of time. Thank you very much!

Shigenobu Matsuyama's site: shig.jp


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2 years ago
🫵 YOU.

🫵 YOU.

I have a Ko-Fi now. I’m also doing commissions through there now so you can order through there!!

Support Bepis-Boii on Ko-fi! ❤️
Ko-fi
Become a supporter of Bepis-Boii today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.

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1 year ago
Reaaaally Struggling With Funds Rn So I'm Opening Some 2 Character Sketch Commissions For $25 Each. We
Reaaaally Struggling With Funds Rn So I'm Opening Some 2 Character Sketch Commissions For $25 Each. We
Reaaaally Struggling With Funds Rn So I'm Opening Some 2 Character Sketch Commissions For $25 Each. We
Reaaaally Struggling With Funds Rn So I'm Opening Some 2 Character Sketch Commissions For $25 Each. We

Reaaaally struggling with funds rn so I'm opening some 2 character sketch commissions for $25 each. We can discuss prices if u want extra charas! Please DM/comment if you are interested.


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wonderer125blog - Almost Done...
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