Steve Hamilton

(via grypwolf)

Everybody is a magical girl♥

(Source: milkyypaws, via magicalprincesschii)


「女の子同士なのに変だって思われるわ」 +  あの時言い忘れたけど、 by あや@セラムン幽白世代 on pixiv


Dalaran City is a magocratic city-state which was once located by the Lordamere Lake on the Alterac Mountains shore in the Eastern Kingdoms. With the beginning of the War against the Lich King its leaders, the Kirin Tor, have used their powers to move the city over the Crystalsong Forest in Northrend.

(via worldofwarcraftthings)


Today’s Gender of the day is: Error: success

(via beargender)


Justin Nordine


Sex and the Daten City

(via techykisses)


Heyyy, long time since my last post. My summer internship is coming to an end, so I’ll recap the few last things that happened to the project.

Basically I wanted to have a prototype that’d give a good idea of what the full game is going to be, and add some content. I have not achieved that yet, and the game will take a slightly different direction from now one.

  • The level generation will be more linear because is a total mess right now, and it’s not interesting at all. I wanted to try having free exploration and let the player wander to find his objective, but that feels way too random and not fun. Instead of having a random land generated and trying to find a path on it, I’ll force the shape of the land to create a more linear path towards the end of the level. That’ll allow me to control rhythm by managing when there’s a fight zone, when there’s an harder fight zone, when there’s a village, when there’s a second optional path (another problem with the current system is that doors often feel way out of place and not interesting to open).
  • Focus on the combat. I’m sure that the “weapon crafting” system I’ve made is the most interesting thing in the game so far, and combats in the current random map are always inappropriate. I’m going to focus on the combat feeling and ennemies to ensure that they are fun before doing anything else.
  • More reward because actually even when you reach the objective, it doesn’t feel like you’ve achieved anything at all. Same goes for combats.
  • More action and arcade. Combat will be the main focus of the game and exploration will be rewarding but in a different way. I’ll not lose all of the more “narrative” elements I’ve already in the game, but they won’t interfere with the fight sequences. Zones will be clearly separated, combats will always have a beginning and an end with possible rewards.
  • More soul. I’m pretty happy with where the artstyle is going, but the game still feels really bland to me. For instance, I always wanted to have an encounter with a NPC sitting near a campfire, but I couldn’t just place it anywhere with my current system. Splitting the areas clearly will allow me such things and the overall thing should be better looking.

Anyway I don’t know if there are really people reading these, but I enjoy keeping track of my progress so that’ll continue. Oh and there should probably be a video of the game soon, to concretize the end of my summer working on this :3

And about that, it was a really great summer, full of interesting people and learning. My game is not ‘good’ yet, but I’m totally not giving up and in fact I feel like I’m improving really quick with this. Also it’s nice to feel really free to do anything and be able to take a step back and see my mistakes. More news soon !

(via yawgmotth)


old oc rework

i think there’s like 3 years worth of space in between

(via camronjk)

(Source:, via spookymeduka)


there is no land between the sky and the sea
there is only a place where shadow sleeps

(via girlsbydaylight)


Daft Punk - Random Access Memories Gloves. 

Recently completed for a client, both Guy-Manuel and Thomas versions,  chrome plated finger plates, bespoke made gloves created from custom printed fabric.

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(via artdumpling)


I’ve watched this at least 200 times

(Source: koolghoul, via just-mags)