HI. i wanna save up money for stuff so i figured i should make a new commissions post. HOWEVER.. i am a very inconsistent artist so flat prices do not really seem to work well for me! heres a bunch of shit i drew.
i do a lot of character designing and experimental art! i love to do neons and horror and creatures! my artstyle is all over the place! yea!!!!!
i will NOT do NSFW, fetish, or hate art, and i'm not really any Good at "proper" backgrounds or mecha so buyer beware there, but otherwise almost anything goes! i have teh right to reject any comm for any reason but generally im pretty easygoing!
dm me either here on tumblr or at wr0ngwarp on discord if interested!!! AUAUAUAUAUAUUAUUUUUUU
Identity (AKA "Her") is an imaginary girl. When the original author discarded their humanity in order to bear the burden of their crown, this separate spirit was born, safely incubating in the long dream of the Nth Dimension. Thanks to Caido's carelessness, she was awoken from that delusion, waking up in a hollow and decaying body that was quickly crushed under the weight of reality. Since she is not the original body, her form can decay rapidly under stress just like the Others.
She was recently granted a new carapace by one of the Suns. While it appears to be holding steady, no one knows how sturdy it is, and She is not keen on trying to find out.
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!
Nightmare Kart is a "legally distinct" Bloodborne inspired kart racing game with 21 racers, 13 karts, 15 tracks, boss battles and a full narrative-driven single-player campaign!
Read More & Play The Full Game, Free (Windows)
I need 200 dollars by the 20th of this month, if anyone could help me out I would really appreciate it.
Here is my commission information if you would like to help me that way and my ko-fi if you would like to just donate money to me.
I’m off this semester so if you do commission me I will be able to get your commission done faster than I would have if I was in school.
✨ Hello hello! My commissions are open with updated varieties and prices : - )! ✨
If you’d like one you can message me about inquiries through dms here, on my Twitter, or through my email! (fellaspublicemail@gmail.com)
If you can’t support me this way, I greatly support reblogs and telling your pals; thank you : - D!
My ko-fi (even a dollar helps!)
SLOTS OPEN: 8/9 Hi! After unexpectedly needing to replace my phone I'm really struggling to make it through the next month or so. I need to be able to pay my upcoming phone bill and pay for transport to/from school.
I'm comfortable with fanart, OCs, anthros, et cetera; I'm also totally down to work on illustration or character design projects that are broader in scope than the ones shown here. If none of these examples look like what you have in mind, let's chat!!!
You can see more examples on my artfight profile if you have an account there!
DM me if you're interested and I can give you a price estimate and details about payment! I prefer to use p/aypal but if that doesn't work for you we'll see what we can do ^_^
Reblogs are hugely appreciated!
Koi (Hong Kong, 2024)
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
after much delay, the HalOPE artbook and OST are now available for purchase!
The artbook contains 160 pages of concept art, scrapped content, and developer commentary. also a lot of silly doodles. so many silly doodles
The OST contains the 30 tracks found in-game, along with 17 bonus tracks. Many of the tracks were also edited from their in-game counterparts in order to flow better as an album release.
If you like the game and want to support me, I would greatly appreciate if you checked out either of these. Like everything else I make, I poured my heart into them.