Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork

Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork
Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork
Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork
Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork
Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork
Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork
Hello Lovely People! πŸ’– My Name's Hailey (she/they) And I'm A Fulltime Artist! I Make Lots Of Artwork

Hello lovely people! πŸ’– My name's Hailey (she/they) and I'm a fulltime artist! I make lots of artwork to share over on my patreon and subscribestar and if my work brightens your day and you'd love to see LOTS more of exclusive pieces, please consider checking it out! πŸ‘€πŸ’–βœ¨

Here's a little sample of the extra work I share for patrons and subscribers to maybe entice you to take a little peek! :3c πŸ’– I tried to include some sauce work but it got flagged both times even with some censoring > w > but! Rest assured there is sauce to be had as well! πŸ₯°πŸ’–πŸ’•πŸ’–

Boosts are incredibly appreciated and I hope I can share more work with you sometime! πŸ™πŸ’–πŸ’•

✨ patreon ✨ subscribestar ✨

More Posts from Wonderer125blog and Others

1 week ago
Sorry For The Wait But Better Late Than Never Right ?

sorry for the wait but better late than never right ?


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2 years ago
Bug Fables Charms & Stickers Available Here!

Bug Fables charms & stickers available here!


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1 year ago

We're trying to give the Public Domain ninja shooting game a story mode on Kickstarter!

It would really mean the world to me, Wilson T. - the actual dude behind the computer - if you would give the trailer a watch and maybe pledge to our campaign.

Thank you so much!

We're Trying To Give The Public Domain Ninja Shooting Game A Story Mode On Kickstarter!

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1 year ago
This Map Is The Most Up To Date Version As Of 3-4-2023 And Takes Into Account All Recent Movement On
This Map Is The Most Up To Date Version As Of 3-4-2023 And Takes Into Account All Recent Movement On

This map is the most up to date version as of 3-4-2023 and takes into account all recent movement on anti-trans legislation


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2 years ago
Sorry To Bring Negativity But President Biden Plans To Pass A Project In Which 180,000 Barrels Of Oil

Sorry to bring negativity but President Biden plans to pass a project in which 180,000 barrels of oil will be produced per day, hurting the environment in Alaska and making Global Warming worse.

Pls reblog this and share it (on other social medias too pls), this project should not pass.

Stop Willow
Stop Willow
ConocoPhillips’ dangerous Willow project threatens to take us backwards. Stop Willow and protect the Western Arctic.

protectthearctic.org
Take action to protect America's Arctic from energy development set to endanger pristine landscape, wildlife, and Indigenous Peoples.


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2 years ago
Drew A Quick Pigment For @xxtc-96xx Who Is A Very Good Friend Of Mine And Who Has Done A Lot For Me πŸ’–

Drew a quick Pigment for @xxtc-96xx who is a very good friend of mine and who has done a lot for me πŸ’–

I drew this in one sitting forgetting to save until I was done ._.


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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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wonderer125blog - Almost Done...
Almost Done...

Just about getting there with setting up this blog...

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