#The People’s Convention
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justinspoliticalcorner · 6 months ago
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Ilana Berger at MMFA:
Right-wing youth organization Turning Point USA's political advocacy arm Turning Point Action is hosting a convention this weekend in Detroit, which will feature an array of seasoned climate deniers and conspiracy theorists as speakers. The People’s Convention will run from June 14 to June 16. For his part, TPUSA founder Charlie Kirk has repeatedly claimed that climate change is a hoax and spread false claims about extreme weather and climate change initiatives. He has said that “climate change [as a] political issue” is “the biggest threat to our civilization” and pushed the Great Reset conspiracy theory to his TPUSA audience. Kirk recently lashed out at another conservative organization, the Young America’s Foundation, for taking issue with the GOP's non-existent climate platform.
The headliner at this weekend’s event is former President Donald Trump, who (in addition to withdrawing from the Paris Agreement and rolling back nearly 100 other environmental protection policies during his term) has repeatedly minimized or denied the threat of climate change, most recently saying that sea level rise would be a good thing because it would create more beachfront property. He has also gone after renewable energy, claiming at one rally last September that “windmills are causing whales to die” and “driving them crazy.” Other speakers at The People’s Convention — such as Candace Owens, Jack Posobiec, and Benny Johnson — have also spread climate denial or made misleading claims about climate change and the policies attempting to address it.
Turning Point Action’s The People’s Convention will have speakers espousing climate denialism.
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rainbowpopeworld · 6 months ago
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(Quote from David Tennant is from this video and the photo is from Staged)
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aardvaark · 10 days ago
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i don’t mind suspending my disbelief for leverage’s person-sized ventilation shafts bc that’s pretty standard for the genre, but that doesn’t mean i won’t laugh a bit at some of the egregiously large vents. particularly in the crowning acheivement job (lev: red s2 finale) because - well just look at this lol! harry and parker, two adults, can kneel side by side in those vents. parker can sit upright.
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that museum was made for vent crawling purposes. that’s just an extra room in the museum they forgot to decorate. the leverageverse has a thief union that successfully lobbied for a better working environment. these vents double as a playground for museum-goers’ children. i was crying with laughter thinking about this and harry’s vent crisis was NOT helping me remember that there was a serious heist thing going on lol, i love this show.
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sirenium · 2 months ago
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Include men in your body positivity. you are not body positive if you make fun of male pattern baldness, neckbeards, fatness, etc in men. these traits are just as worthy of acceptance regardless of if it's wrapped in pink bows or not.
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setacin · 9 months ago
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"she's dead scar.... you won."
my cosplay of scar's secret life red life skin!
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ejbcya · 1 year ago
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Dungeon Meshi Food Guide
lines & design by me, colours & lettering by @sillypastries !
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original reference poster and uncoloured lines wip
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bird-surveillance-machine · 6 months ago
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heartorbit · 9 months ago
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revstar emu save me
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strawlessandbraless · 6 months ago
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Honestly if I want to clown over destiel, it’s my god given right. Like I appreciate your concern, but no thank you. Choosing hope and love just like my boy castiel, this is where I live now
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serpentface · 2 months ago
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how do you come up with the ways cultures in your setting stylize people/animals/the world in general in their artwork, i.e. jewlery, rock carvings, statues, etc? Each culture in your world seems to have a very unique "art style" and I love it a lot - makes them seem that much more 'real'. This is something I struggle with a lot in my own worldbuilding and I'd love to pick your brain if possible 😁
I think a starting point is to have a research process based in the material realities of the culture you're designing for. Ask yourself questions like:
Where do they live? What's the climate/ecosystem(s) they are based in? What geographic features are present/absent?
What is their main subsistence method? (hunter gatherer, seasonal pastoralist, nomadic pastoralist, settled agriculturalist, a mix, etc)
What access to broader trade networks do they have and to whom? Are there foreign materials that will be easily accessible in trade and common in use, or valuable trade materials used sparingly in limited capacities?
Etc
And then do some research based on the answers, in order to get a sense of what materials they would have routine access to (ie dyes, metal, textiles, etc) and other possible variables that would shape how the art is made and what it's used for. This is just a foundational step and won't likely play much into designing a Style.
If you narrow these questions down very specifically, (ie in the context of the Korya post- grassland based mounted nomads, pastoralist and hunter-gatherer subsistence, access to wider trade networks and metals), you can direct your research to specific real world instances that fit this general idea. This is not to lift culturally specific concepts from the real world and slap them into your own setting, but to notice commonalities this lifestyle enforces - (ie in the previous example- mounted nomadic peoples are highly mobile and need to easily carry their wealth (often on clothing and tack) therefore small, elaborate decorative artwork that can easily be carried from place to place is a very likely feature)
For the details of the art itself, I come up with loose 'style guides' (usually just in my head) and go from there.
Here's some example questions for forming a style (some are more baseline than others)
Are geometric patterns favored? Organic patterns? Representative patterns (flowers, animals, stars, etc)? Abstract patterns?
Is there favored material(s)? Beads, bone, clay, metals, stones, etc.
When depicting people/animals, is realism favored? Heavy stylization? The emotional impression of an animal? Are key features accentuated?
How perspective typically executed? Does art attempt to capture 3d depth? Does it favor showing the whole body in 2 dimensions (ie much of Ancient Egyptian art, with the body shown in a mix of profile and forward facing perspective so all key attributes are shown)? Will limbs overlap? Are bodies shown static? In motion?
Does artwork of people attempt to beautify them? Does it favor the culture's conception of the ideal body?
Are there common visual motifs? Important symbols? Key subject matters?
What is the art used for? Are its functions aesthetic, tutelary, spiritual, magical? (Will often exist in combination, or have different examples for each purpose)
Who is represented? Is there interest in everyday people? Does art focus on glorifying warriors, heroes, kings?
Are there conventions for representing important figures? (IE gods/kings/etc being depicted larger than culturally lesser subjects)
Is there visual shorthand to depict objects/concepts that are difficult to execute with clarity (the sun, moon, water), or are invisible (wind, the soul), or have no physical component (speech)?
Etc
Deciding on answers to any of these questions will at least give you a unique baseline, and you can fill in the rest of the gaps and specify a style further until it is distinct. Many of these questions are not mutually exclusive, both in the sense of elements being combined (patterns with both geometric and organic elements) or a culture having multiple visual styles (3d art objects having unique features, religious artwork having its own conventions, etc).
Also when you're getting in depth, you should have cultural syncretism in mind. Cultures that routinely interact (whether this interaction is exchange or exploitation) inevitably exchange ideas, which can be especially visible in art. Doing research on how this synthesizing of ideas works in practice is very helpful- what is adopted or left out from an external influence, what is retained from an internal influence, what is unique to this synthesis, AND WHY. (I find Greco-Buddhist art really interesting, that's one of many such examples)
Looking at real world examples that fit your parameters can be helpful (ie if I've decided on geometric patterns in my 'style guide', I'll look at actual geometric patterns). And I strongly encourage trying to actually LEARN about what you're seeing. All art exists in a context, and having an understanding of how the context shapes art, how art does and doesn't relate to broader aspects of a society, etc, can help you when synthesizing your own.
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hools · 2 years ago
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happy trans day of visibility 
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taffybuns · 2 years ago
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treasure hunting
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oifaaa · 2 months ago
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Realising that my idea of what it means to be in a fandom might be a little skewed so help me out here what is your baseline qualification for being part of a fandom
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pilkypills · 2 months ago
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euqinim0dart · 8 months ago
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Now that I have my artwork organized into my blog, I can see that I wasted 2022-2023 creating some pieces of work that were not "me", in favor of posting art that could possibly get me hired.
When in actuality, the art I create from the heart WILL get my hired and has done so. That weird dip period in my art is honestly the remnants of discouraging past voices finally leaving. With the irl naysayers gone it is now easier to create.
sooo if any of you noticed art styles changing suddenly one day and gone the next, that's why! but im getting back to consistency.
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hildegardladyofbones · 5 months ago
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One of the best things about Disco Elysium by far is that it does not fear ugly women. The world is full of ugly men, but ugly women are so hard to come by.
#I'm not calling the characters ugly btw#i don't believe any one can be ugly#i do not care for beauty standards and thus i don't rank people based on how “ugly” or “pretty” they are#but the characters in DE do not meet the conventional beauty standards and look like actual people with unique faces#and thus would be considered “ugly”#and that is so important to me. i go feral whenever media represents how people look like in real life and not how they look like in the#fictional parallel universe where everyone is a model and where a majority of the movies take place#because irl you don't have to be a model to be desirable#the most attractive man in any video game I've ever played has a receding hairline and a big nose and thick glasses and a small chin#and not only is representing realistic people. just good. in general. but it makes the character of Dolores Dei stand out so much more which#works for the game so well. she's barely human. she's a deity- a myth- a legend. the only version that exists of her now is the one with#glowing lungs. she's perfectly beautiful because she's inhuman. the fact that everybody else looks so human only highlights how inhuman she#has become yk?#if everyone was as conventionally attractive as her then she wouldn't stand out. we wouldn't get why she's so special.#disco elysium#disco elysium analysis#media analysis#beauty standards#this is only one aspect of how this game portrays real people btw. as someone interested in character design this just immediately stood out#to me#the first time i noticed it was when i first met garte and the second time was when i met ruby because neither are conventionally desirable#oh my fucking god the nerds who complain about a woman with a model face having body hair in a video game would perish if they played this#mainstream game/movie studios catering to western masses could never
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