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#Visual CV Design
visualcvdesing · 4 days
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Best Resume Writing Services Visual CV
Are you trying to find work? Need to write a resume or CV! Best Resume Writing Services by experienced writers at Visual CV Design to give you an extra edge in applying for top Services.To learn more, go to visualcvdesign.com/services.
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Professional resume builder | CV Makers Me
CV Maker Me offers a professional resume builder, enabling users to create polished resumes with ease. Our intuitive platform ensures that your resume showcases your skills and experience effectively. With CV Maker Me, you can create a professional-grade resume that impresses employers and helps you stand out in the job market. Join CV Maker Me today and take your career to new heights with a professionally crafted resume.
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archiveikemen · 4 months
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【QooApp】 5/6 News Article
New Game Announcement from +ONE by Ikemen Series
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This is a fan-made translation solely for entertainment purposes. All original content and media used belongs to Cybird, original article by QooApp. Reblogs appreciated.
"Mobius Chord", a new game from "+ONE by Ikemen Series" is set for release in 2024! Voice actors such as Toshiki Masuda, Shunichi Toki, Junya Enoki, and Takuya Eguchi are involved in voicing the characters!
Today on the 5th of June, "+ONE by Ikemen Series", a sub-label of Cybird's popular otome game "Ikemen Series", announced that their third project in collaboration with Kansai TV named "Mobius Chord" (メビウス・コード) will be launched in 2024.
With "Love x Time Leap x Youth" as its theme, Mobius Chord's story is about a group of college friends who formed a band together, forging friendships. However, they unknowingly grew apart from one another. The main protagonist makes use of their ability to time travel and returns to the past, thus gaining a chance to change the future in this story about youth and a love reborn.
Mobius Chord's Characters & Voice Actors
The character designer for this project is Futaba Hazuki, who was previously involved in the character design for "Touken Ranbu". The project features 11 characters, and will also be model and actor Takumi Momose's first time taking on the role of a voice actor.
• Lit
Kei Midoh (CV: Toshiki Masuda), Reiya Sanjo (CV: Shunichi Toki), Hijiri Fujishiro (CV: Junya Enoki), Haru Takamatsu (CV: Takuya Eguchi).
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• Sublime
Sui Kugiyama (CV: Tetsuya Kakihara), Minato Shina (CV: Kakeru Hatano), Soma Kuga (CV: Ryohei Kimura), Yuhi Kakihara (CV: Yuki Kaji).
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• Other Related Characters
Takara Kamina (CV: Hikaru Makishima), Go Miyamoto (CV: Takehito Koyasu), Riku Suzuno (CV: Takumi Momose).
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Game System Requirements
Title: Mobius Chord (メビウス・コード)
Launch Date: Planned for 2024 Release
Genre: Visual Novel Otome Game
Platforms: iOS/Android
Price: Free (Includes In-App Purchases)
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Want to socialise with other players in the +ONE fan community? Join the unofficial community Discord server for +ONE by Ikemen Series!
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izicodes · 2 years
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The FreeCodeCamp Study Challenge!
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I literally just completed this challenge and I thought why not share the challenge on here for other people to take part in if they wanted to!
FreeCodeCamp is an open-source platform that offers various coding courses and certifications for web developers. The goal of this challenge is to choose one of the available courses on the FreeCodeCamp platform, complete the course, and earn the certificate at the end.
The challenge is self-paced, so the duration is entirely up to you. The challenge is there to motivate people into coding and/or continue their coding studies! Especially people in the Codeblr community!
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FreeCodeCamp [LINK] offers the following courses:
(NEW) Responsive Web Design Certification (I've done this one)
JavaScript Algorithms and Data Structures Certification (I am going to do this one next)
Front End Libraries Certification
Data Visualization Certification
APIs and Microservices Certification
Quality Assurance Certification
Scientific Computing with Python Certification
Data Analysis with Python Certification
Information Security Certification
Machine Learning with Python Certification
Each course is broken down into multiple sections, and completing all the sections in a course will earn you a certification for that course.
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To start the FreeCodeCamp Challenge, follow the steps below:
Choose a course on the FreeCodeCamp platform that you would like to complete.
Complete the course and earn the certificate.
Post about your progress every day that you study using the #freecodecampchallenge hashtag. You can post about what you have done towards the challenge, what you have learned, and any challenges you faced and how you overcame them.
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The FreeCodeCamp Challenge is an excellent opportunity to improve your coding skills and earn a valuable certification!!!! Even add that to your resume/CV! I completed this challenge and you can see me posting about it - LINK.
Remember to post about your progress using the #freecodecampchallenge hashtag to track your progress and connect with other participants AND you don't have to study straight days, meaning you can take days off whenever you feel like it!
Good luck!
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fluffypichu876 · 10 months
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In retribution to my dear mutual @prototypelq's post, I will also be writing about my 3 favorites games of all time! Making this list was a bit easier than I expected, but because I have too many beloved games to choose from expect a lot of honorable mentions hehehe
And the first game on the list is, of course:
Castlevania: Symphony of the Night
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It's no surprise that this game would be here. I mean, it's not like I replay it every year!
SOTN is a game of the genre "Metroidvania". You probably know this term if you have heard of games like Hollow Knight or Ori, but if you don't, basically, a Metroidvania game takes place on a huge map consisting of interconnected smaller rooms. When playing, you'll travel and explore around these rooms, defeating enemies and unlocking new abilities that allow you to acess new areas that were unaccessible before.
The OG Metroid on the NES can be considered the very first game of this genre, but Super Metroid and SOTN together were responsible for defining its standards and popularity today. Hence the term, "Metroidvania".
This game is a heck lot of fun to play. Dracula's Castle is huge and full of interesting areas to explore, filled with enemies and secrets of all kinds. SOTN is based on an RPG-like stat and level system, and you gradually grow stronger as you defeat foes, gain EXP, and level up. Weapons, armor, and other equipment are found all through the castle, further increasing your stats and other attributes.
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The soundtrack is an absolute masterpiece. I'm not exaggerating when I say that Castlevania as a franchise has some of the best OST's out there. Michiru Yamane is a great composer, and her instrumental works fit CV's themes and tone really well.
SOTN does not use MIDI samples processed by the PSX's sound chip (except for the Librarian's theme). Instead, all of the game's songs are played through audio streams, granting them CD-like quality, which is a little rare in other games on the system. Here's an example of what Yamane could do with this audio quality:
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Sounds great, doesn't it?
Another aspect of SOTN that I love is of course, the visuals. To this day, I consider this game to have some of the best 2D graphics ever. The levels and backgrounds are beautiful, and every tile is filled with plenty of detail. All of Alucard's animations are fluid, graceful, and an absolute delight to watch and control. Often, the game will mix in 3D elements to enhance the beauty of an area, and it looks great.
There are so many little hidden details in the game that make you appreciate the developers's love and care even more. For example, in the Outer Wall area, a small suspended room can be found at the area map's bottom. In this room alone:
A falcon/hawk/eagle/bird of prey can be observed in her nest. As you progress through the game and return to this room, you can see the falcon coming back everytime to lay, incubate, and take care of her offspring. It's really damn cute.
A telescope can be found in the left wall. Using it allows you to see the Ferryman from the Underground Caverns.
Alucard can sit in one of the chairs. Leaving him there for a few minutes will cause him to fall asleep. Aditionally, in the Japanese version, the fairy familiar will sing him a lullaby (she can sing in any chair, in fact.)
Now, what is the purpose of this area, you ask? None. There are no items, weapons, enemies, or anything of use to the player (except for map completion). The devs just created this room to add more life and personality to the game. And this is just one example!
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As much as I love this game, though, I do admit that it isn't as perfect as most people make it. It does have its flaws: the game has very bad balancing issues, and the difficulty curve is essentially non-existent.
I never liked the Inverted Castle. Not because it's just the normal castle turned 180º, but because it doesn't feel like it was coherently designed, instead just quickly put together so they could ship the game claiming it to have double the original content (Galamoth was a great addition, though. I might make a post someday on why I love this boss so damn much).
Overall, this game means a lot to me. It pretty much set up my standards and taste with video games, and it made me understand why I enjoy playing them so much. It's a great game that I recommend to pretty much everyone! It's fun and really easy to pick up, taking only about 12-18 hours to beat for the first time, at max.
Also, can we just appreciate Ayami Kojima's wonderful cover art for the game?
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And now, for my second most favorite game:
Sekiro: Shadows Die Twice
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My first (and only so far) FromSoft game, and boy did I fall in love with this game.
Well, to begin it, Sekiro has one of the best combat systems I have ever had the honor to experience. It's based primarely on player reaction, testing their ability to counter, parry, and dodge the various attacks thrown at them. Equipped with only one sword (and a few very useful prosthetic appendages), our protagonist Wolf must defeat all sorts of opponents, from respected warriors, shinobis with no honor, animals (yes I did die to a rooster. Twice), the undead, demons, and much more, all so can rescue and avenge his master.
Using your trusted katana, you have the ability to deflect enemy strikes based on your input timing, dropping their guard and allowing for attacks of your own. When fighting enemies in this game, you are not aiming for their health. Instead, you aim for their posture. As you deflect attacks with perfect timing, your enemy will slowy begin to lose posture, and once said posture breaks, you can go for a finisher attack that instantly depletes their whole health bar. It's hella satisfying to pull off. Deflecting attacks poorly can lead to your own posture breaking, though, so paying attention is essential.
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There are other aspects to the game's combat, such as Perilous Attacks, which cannot be deflected. To deal with them, you must either dodge, jump, or counter, adding even more danger to a fight and demanding focus from the player. Your prosthetic can also hold a few unique abilities, such as the Firecracker, which helps stunning certain opponents. Wise usage of these Prosthetic Tools will greatly help you on the harder fights.
Oh, and there's a catch: Wolf is no mere shinobi. He was blessed (or rather cursed?) with the power of the Divine Heritage, granting him immortality and the ability to revive from the dead for all of eternity. Gameplay-wise, this means that whenever you die, you'll receive one (or two, sometimes three) chance to revive on the spot at half health, allowing you to properly finish off your opponent. But don't think this makes the game easy! Reviving in the face of a tough boss never means an immediate victory, trust me.
Unlike Dark Souls, which rewards a more defensive playstyle, in Sekiro, the player must be aggressive and constantly take risks to overtake their opponents. Dodging everything and staying away will only drag on the fight and allow the enemy to regain their posture. As a certain character would say, "Hesitation is defeat".
But the amazing combat isn't this game's only strength. Another aspect that I love is how beautiful the game looks. Everything from the lighting, the colors, the gorgeous views, and the very well designed areas come together really nicely, and exploring this rather linear game is an absolute delight.
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The battles look graceful, and not just because of the combat system. The special effects look amazing, and add great beauty and danger to every strike. The Divine Dragon's bossfight is the most gorgeous part of the game. It's so cinematic and breath-taking that despite being one of From's easiest bosses, it's easily one of the most memorable ones.
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The instrumental soundtrack is really nice, complementing each moment of the game pretty well. The Divine Dragon battle above has one of my tracks in the game.
And as expected, the game is tough as nails (I died like, 50 times at the first mini-boss. The Ogre has no fucking chill). One of the hardest FromSoft games, according to fans. This game demands a lot of the player's attention, skill, and mostly importantly: their knowledge of the game and how everything works. Your first few hours will be very difficult, as you slowly get an grasp on the game. But once you beat Lady Butterfly or Genichiro (two of the game's most important skill checks), everything just clicks and the rest of the game becomes a lot more doable.
Overall, this game was an blast to play, but it may not be for everyone. I recommend it for anyone who likes FromSoft's other titles, as well as for those who enjoy a good challenge. If you want to get into more difficult games, this game is not too bad of a choice, since it's extremely balanced and very skill-based, completely free of bullshit.
Oh well, time for my last but not least favorite!:
Devil May Cry 5
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This shouldn't come off as a huge surprise xD
I might have only gotten into this game earlier this year, but the 160 hours I currently have on it speaks more than enough. I LOVE this game and don't plan on dropping it anytime soon!
It's rare for me to hyperfixate on one specific game and play it for hours and hours without tiring like this, and DMC5 is currently my second worst case of this xD (the first one being Castlevania of course, in which I have 100%'d like 4 games :P).
DMC's combat system is simply too much fun. You have lots of moves at your disposal, and using them creatively and with as much style as possible adds so much depth to the game that beating the heck out of demons never stops being fun and rewarding.
It's also very skill-based, adding another layer of satisfaction to everything. Building up the skill to perform a new combo, finally managing to use Royal Guard with consistency, defeating that one difficult enemy/boss with an SSS rank, or just beating the higher difficulties is absolutely worth it. And even if you don't have much skill with the game, nothing is ever stopping you from bullying enemies in your favorite ways.
The dynamic soundtrack fits the combat really well and gives you the right ammount of adrenaline and motivation to slash through hordes and hordes of enemies. Also thank you Capcom for adding the Jukebox. I can finally listen to Devils Never Cry during an actual battle (and not just the DMC3 credits one!)
The characters are another great strength for me. The DMC Crew is so unique and fun to watch, and the Spardas in particular have a lot of depth to them, keeping the mind of fans very busy thinking about them xD.
So yeah, this game is way too fun for my own good, aparently. Never saw such a powerful brainrot coming. Absolutely recommend it to anyone and everyone who likes some good video-gamey time!
And now, time to cast the spotlight to a few games that I love, but not enough to consider them my top 3 favorites:
Honorable Mentions
Castlevania: Aria of Sorrow & Dawn of Sorrow
My second favorite CV games. Aria of Sorrow picked everything that was good about SOTN and polished it to perfection, creating one of the best metroidvanias out there. Dawn of Sorrow may not be as good, but it has a very special place in my heart.
Final Fantasy IX
One of my favorite JRPGs ever. This game is so charming, but under it's seemingly light appearance is a great story about the meaning of life, and about coming in terms with your own mortality. The battle system is fun and the music is as good as ever. The characters are wonderful and I cherish them to this day.
Final Fantasy X
One of the best games I have ever played. Of all the (4) Final Fantasy games that I've played so far, this one has the best battle system and some of the best enemy/boss design in the series. Alongside the gameplay, the story is the game's second biggest strength, and it has a very high chance to make you cry. The soundtrack is one of Nobue Uematsu's best works for this franchise, making you feel all sorts of emotions. Can't recommend this game enough.
The Legend of the Zelda: Breath of the Wild
This is the only Zelda game that I've ever played (please don't kill me), but boy is it a good one. The land of Hyrule is vast and very fun to explore. The game has such a relaxing vibe: sometimes I would just ride my horse, let it follow a road automatically, and just chill to the music watching the beautiful landscape. I put 170 hours in this game and didn't even realize it until I beat Ganon xD
Devil May Cry 3
Second favorite DMC game! This game is surprisingly polished for its time, and it barely feels dated at all! I personally prefer DMC3's DMD mode over 5's, as I find it more fleshed out, but it sure is a LOT harder.
Metal Gear Rising: Revengeance
My first Metal Gear game. It may be short and relatively simple in terms of combat depth, but it's a lot of fun, the soundtrack is a BANGER, and the cutscenes are a joy to watch. The memes just never end, do they?
Metal Gear Solid 2: Sons of Liberty
Quite possibly Kojima's craziest game to date, but also one of the most fun ones! Not as good as MGS3, but there's something about the old-school MGS gameplay that I absolutely adore. Also the dialogue and plot are so batshit insane that you end up enjoying it despite not understanding a single thing xD
Castlevania: Bloodlines
Most underrated CV game ever, and my favorite old-fashioned Castlevania game. It stands up to SCIV, its SNES counterpart, really well. In fact, I personally enjoyed this game's gameplay and level design more than the latter.
(just three more games I promise)
Pokémon: Black and White (and their sequels)
These games are the most fun i've ever had with Pokémon. They're really good. They've got the best plot of any Pokémon game, and the first BW games actually made me question the morality of keeping these creatures and leading them into battles.
The Great Ace Attorney
My favorite Ace Attorney game. Great story with lovely characters. The cases were a lot of fun, and I'm a huge Sherlock Holmes nerd, so it's only natural that this game appealed to me, I guess xD. I still have to play the sequel, tho.
Metal Gear Solid V: The Phantom Pain
This game might be technically unfinished, but it has some of the best gameplay in the series. The filler side-missions get repetitive but they're oddly fun to finish. It's my second most played MG game, right behind MGRR.
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imasloid · 7 months
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SHINY COLORS FASHION ANALYSIS - Kogane Tsukioka (月岡恋鐘)
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"Ya make me an idol and there'll be no one better! Jus' leave it to me!"
This is a project analyzing and taking a look at the fashion design and application in the multimedia series, The IDOLM@STER: Shiny Colors. This section is about the countryside positive girl of the series, Kogane Tsukioka! If you want to jump to a specific section, go here!
(This is a reprint of my thread on Twitter. I put it on Tumblr for easier reading and for archiving purposes. Enjoy!)
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INTRODUCTION
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“Kogane is a confident girl who always has a bright smile on her face, stylish with an eye-catching cuteness. Though known for being quite clumsy (falling down & making mistakes while dancing), Kogane’s natural positive attitude allows her to quickly recover from her failures.”
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Profile
Age: 19
Birthday: February 25th
Height: 165 cm
Weight: 58 kg
Blood Type: B
Hometown: Nagasaki
Hobbies: “My excellent home cookin'!”
Special Skills: “I can draw the spittin’ image of ya!”
CV: Carin Isobe
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Before starting the analysis, I would suggest if you haven’t already, read her W.I.N.G. (introductory) commu (through the broswer game's English patch or on YouTube). If you don’t play the game, I would listen to her image song and read the lyrics to get a better sense of her character.
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STYLE BREAKDOWN
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Out of all of the Shiny idols, Kogane’s style is the most consistent from her debut to current day. Her fashion is polished and elegant, cutie-sexy while also modest. Kogane’s style is a Japanese take on 1950s fashion, highlighting her figure, fashion sense, and love of pink.
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Most of Kogane’s earlier outfits were in the “girly” style, very cute and sometimes tacky with a bit of a playful edge with oversized floral and bow features and a predominantly pink color scheme. As seen in later outfits, her clothes compliment her figure very well.
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A substyle of her girly fashion, the “cutie sexy” style (as I dub it) keeps her hyperfeminine style, but adds a coy maturity to her outfits that add a bit of sexiness to her cute ensembles. Details include exposed shoulders/cleavage, sheer fabric, & darker/more neutral colors.
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Another notable girly substyle featured is “retro girly,” mostly taking influence from 50s American “housewife” style. A reference to her “countryside hospitality” and love to cook for others, it shows a bit more elegance and class compared to previous style inspirations.
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I want to go more in-depth into the 1950s retro influence in her style, so I made two more graphics detailing the “New Look” style by Dior (made in late 40s but popularized in 50s & beyond) and the “American housewife” influences in her fashion.
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Her final major style influence is “adult girly,” a substyle that still has cuteness that the “girly” style is known for, but leans in more to an elegant/classy vibe. A visual shift that shows her character growth as an idol as well as the leader/center of L’Antica.
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Kogane’s image color is a medium shade of magenta-red, referencing her status of being the center and leader of her unit L’Antica, a trait of pink image color idols. Compared to Mano’s pink, it’s much more vibrant, pointing to her outgoing and larger-than-life self.
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The main colors in Kogane’s wardrobe are pinks, browns, and yellows and are mostly a constant throughout her fashion through time. These colors are often paired together and with white/black as accent colors. Kogane also infrequently wears blue/purple, mostly in earlier outfits.
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FASHION ANALYSIS
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Kogane is known as the leader and center of L’Antica with a huge love for her hometown of Nagasaki. Because of the overwhelming support and love she’s received there, she possesses unbudging positivity. She can say “I am the best idol!” without any self-consciousness.
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Since leaving her hometown to chase her dream, she has went to and failed several auditions but never gave up, strongly persevering. Even after becoming an idol, she tends to mess up often, forgetting dance steps or lyrics, but doesn’t worry too hard and keeps moving forward.
In game, she’s known for having a very cute and “outrageously stylish” image, which fits her perfectly to be a center for an idol unit. Her fashion takes very accessible pre-existing styles like various “girly” substyles and makes a visually clean and unique style that is hers.
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Kogane’s clothes heavily flatter her figure, such as a cinched waist, above-te-knee dresses/skirts to show her long legs, and tops that accentuate her bust. Contrary to assumptions, she doesn’t wear clothes to impress others, but just because she likes the clothes she wears.
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She actually has a sizeable complex about her body type, not liking comments on it or being stared at/touched. Many agencies offered to produce her as a gravure idol, but she turned all of them down. Kogane has even wished to have a smaller frame/body type like Yuika’s.
Though some elements of her fashion are mature, there is a pureness in it seen in the styles it is based off of, especially the “girly” substyles. It balances many contrasting elements (e.g. cute and elegant, pure and mature, sexy and modest) which is quite commendable.
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Though Kogane has such a positive outlook on life, she is not without insecurities. Perhaps as a side-effect of failing auditions due to being a “normal cute girl one can find anywhere,” she sometimes desires traits of others, like Kiriko’s gentleness and Sakuya's dependability.
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Despite this, Kogane doesn’t change herself to appease anyone and wants to fulfill her dreams by being her authentic self. This can be seen visually in how her style evolves over time, keeping the same elements (e.g. silhouette, composition, color) constant with subtle changes.
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Kogane has one of the most consistent styles out of all the idols, a testament to being a steady pillar of support for L’Antica. If you look at all of her outfits, there is little variation in categories like color, composition, fabric, or design elements.
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One variation is how her silhouette changes subtly over time. Her first outfits were very girly and featured more tacky design elements but slowly started to become more clean, elegant, and mature. Her bottoms got less volume but longer, leading to a more linear silhouette.
Symbolically, this stands for her character growth through being an idol. While her positive & strong-minded personality doesn’t change much, her newfound relationships with her unit members & Producer have changed her worldview tremendously, hence a mature albeit subtle change.
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Additionally, due to her family owning a restaurant, she is very skilled in cooking and often cooks for others as a sign of affection. This is a probable reason why there’s 1950’s housewife influence in her fashion, symbolizing her hospitality and love for taking care of others.
Overall, Kogane's fashion style is simple but effective, transmitting her traits of unyielding positivity and cutesy perseverance well. Though it doesn't change much compared to other characters, it shows her commitment to stay true to herself and her subtle development & growth.
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This is it for Sakuya Shirase!
If you liked this thread, check out my Twitter and give me a tip on Ko-Fi so I can do more things like this with other idol series! Thanks for reading <3
Next section: Mamimi Tanaka
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In The Style, Blue!
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SH presented two watches of the same brand at Nobleman's photo shoot, one of which matched the colour well. The watch chosen to match her blue jacket is a MONOBALANCIER HURACAN STERRATO inspired by a Lamborghini from the Italian luxury sports car manufacturer. The colourful piece was launched simultaneously with the new supercar of the same name.
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Although SH's trousers have no hems, his stylist did not pay attention to the unfinished edge of the trousers.
Styling @mrmontyjackson
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Roger Dubuis has led the charge in daring and innovative watchmaking, earning its reputation as the master of “hyper-horology”. The brand’s creations boast a bold and avant-garde design philosophy, resulting in futuristic and distinctive timepieces incorporating cutting-edge materials and complex mechanical movements.
The Excalibur Spider Monobalancier Huracán Sterrato is a brilliant extension of the brand’s Excalibur line, taking inspiration from the off-road Lamborghini Huracán Sterrato released last year, only this time dressed in an alluring blue attire.
Sporting a blue outfit, the new Huracán Sterrato watch features lines that cut across the dial, echoing the shape of the car’s roof rack. The timepiece boasts a quick-release system for rapid strap changes, allowing seamless adaptation to any occasion. The bright camo-patterned strap is a nod to the gritty abilities of the Huracán Sterrato, a remarkable feat achieved by vulcanising numerous coloured rubber plates.
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The New Roger Dubuis Excalibur Spider Monobalancier Huracán Sterrato. Experience the latest offering from the hyper-horology brand created in partnership with the Lamborghini Squadra Corse.
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The watch is powered by the automatic RD630 calibre movement, explicitly developed for the partnership with Lamborghini Squadra Corse, and it mirrors the hexagonal air intakes of the Huracán. The balance wheel takes centre stage at noon, tilted at a 12° angle to evoke Sterrato’s rev counter. This ingenious design decision adds depth to the dial and potentially enhances precision by averaging out positional errors.
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The date display at 6 o’clock maintains the balance of the dial, while its rotation in front of a coloured decoder makes for a fascinating visual effect. With a transparent case back, you’ll marvel at the semi-skeletonised movement and its full rotor, cleverly resembling a Huracán wheel rim in motion. The dynamic illusion of pure speed is captivating. The watch offers 60 hours of power reserve with twin barrels, ensuring reliability and performance.
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When it comes to telling time, the hour and minute hands might blend into the dial, but there are other focuses. The watch’s essence lies in its experience, just like driving a Lamborghini is more about the thrilling journey than the destination. The Roger Dubuis Excalibur Spider Monobalancier Huracán Sterrato delivers a powerful and exhilarating experience, and it can be yours for £ 59.500 (USD 70,000, taxes not included) Note only 28 will be made.
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Lamborghini Huracán Sterrato. Asphalt and dirt can travel together.
The Excalibur Spider Monobalancier Huracán Sterrato is a timepiece to celebrate the Lamborghini Huracán Sterrato supercar built to conquer off-road terrain. The car is a marvel like no other, with its 5.2-litre V10 engine delivering a breathtaking 610 CV (449 kW) at 8,000 rpm and rocketing from 0 to 100 km/h in a mere 3.4 seconds.
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beevean · 10 months
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It really depends on the game Trevorcard shows up in.
In MoF, he wakes up in his tomb with the armor cloak and no shirt, so he has an excuse for being shirtless in that game. He can't exactly go find a shirt to cover up in.
In LoS2, he really doesn't have that excuse. Now, when you play as Gabriel in game, Trevorcard is in Abyssal Armor because he's pretending to be Zobek's Lieutenant, so he's entirely covered up. But when playing the DLC, where you play as Trevorcard, he really doesn't have that excuse.
I personally find it funny how there's very little fan service of the female characters, but there's a ton for the male characters.
I personally find it funny how there's very little fan service of the female characters, but there's a ton for the male characters.
And that is already more in spirit with CV's mentality than the show :P
About Isaac:
Iga: [...] There's also the fact that he's been afflicted with Dracula's curse, so I thought it would be interesting to fight against a dark hero who's gone kind of crazy. We discussed how to represent that visually, and one idea was "how about having him be naked from the chest up." (laughs) [...] Actually, when I asked Kojima to design him, she said "Um, don't tell anyone that I was the one who made him barechested!" (everyone laughs) Takeda: She was really uncomfortable with that wasn't she! I also remember that in the first illustration she handed us, Isaac's underwear was like, as low-cut as it could possible be, but in the next design iteration she raised it a bit. Iga: And then I told her to lower it back down. As far as possible. (laughs)
About Julia:
Originally her legs were bare, but even though she's a witch I thought that might be a little too erotic, so we gave her the leggings you see in her final design.
Perish the thought of designing a woman in an erotic way! Cover her up! Oh but Isaac can go around with his pubes peeking out of his pants, he's fine :P
(not that I would have wanted Julia to be sexier, it wouldn't have fit her character. The contrast is just funny to me. Also "even though she's a witch"? interesting implications)
I'm also reminded of the Succubus in SoTN, who has literally her chest and crotch exposed, but 1) you barely see it in her sprite, and 2) she's not even that sexual, as she uses the memory of Lisa's death to trap Alucard.
Generally speaking, CV has some fanservice, but it's very rarely in your face - even Isaac is not exactly the epitome of handsomeness lmao. Trevorcard... eh he might have pushed it, but if it's only one game where he goes around tiddies out for no reason, I can justify it (maybe they reused models, I don't know). N!Alucard goes so far that he's insulting to me, and the "fanservice " surrounding N!Hector is just revolting.
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worklesslady · 3 months
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Mondays are tough, job hunting is a jungle but there is light around you
When you are unemployed and looking for a job, Mondays hit you harder. You were more relaxed over the weekend. They can't send you rejection emails over the weekend, and sending applications doesn't make much sense. However, on Monday, you have to get back into the circus, and with each passing week, you feel more and more nauseated.
It had been years since I last faced the job search world, and I wasn't prepared for this storm of information that hits you. Everyone gives advice, often contradicting each other, and you don't know which way to turn. It feels like no matter what you do, you'll do it wrong.
So you start to think it's your fault. Something is wrong with your CV, your profile, the cover letter you wrote, your name, your date of birth… you are wrong!
Looking for a job is one of the most dehumanizing processes I have ever faced. I'm not talking about the interviews, that's different, even though in the end, it's also a dance about who has prepared the best script, but rather the application and the rejection.
Due to these discouraging circumstances, I cried for three days in a row last week. Then I decided to do the right thing. Besides booking an appointment with a psychologist for this week, because I need all the mental support I can get, I visited a dear friend to cry a bit with her too.
And here, my wise friend helped me put things into perspective and gave me confidence. For this reason, I want to share with you some of the things that helped me the most:
Often, HR or those posting job ads have no idea what they want or what they're looking for. She experienced this firsthand at work; she was hired as an Art Director only to discover that even they had no idea what the role entailed. Similarly, when she was looking for a graphic designer, HR posted the job as Visual Designer, believing it would perform better on LinkedIn. Unfortunately, these are two different jobs, and she found herself having to reject numerous portfolios simply because they were Visual Designers, which paradoxically was what the ad asked for. A rejection can have a thousand reasons, some of which have nothing to do with your CV.
Go there and fail. Submit the application even if it's not a perfect match, go to the interview in Dutch even if you're not confident about your language level, it doesn't matter. Go and fail, failing doesn't mean being a failure, but gaining experience.
You don't know where your opportunity lies; hang in there, keep learning, and network as best as you can. All this anxiety and fear will dissolve one day when you finally see that job offer... that day will come!
It might take some time and its ok.
I am very lucky to be surrounded by people who believe in me and support me wholeheartedly. Whenever I ask them, whether it's my girlfriend or all my friends, the response is always: "You will find a job, we have no doubt."
Surround yourself with people who care about you and give you a lot of support, not with those who want to burden you with their worries or judgments (which is why I haven't told my parents).
It's a tough time, but I am truly blessed with my chosen family.
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visualcvdesing · 18 days
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Professional CV Writing Service-Visual CV Design
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ikemenfangirl · 1 year
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Hana Awase New Moon (EN, CN, ZH, JP) for Nintendo Switch : October 26, 2023
Hana Awase Saku โอโตเมะเกมฮานาอาวาเซะ เวอร์ชันแปลอังกฤษ ทั้งหมด 4 เกม บนนินเทนโด้สวิทช์ 26 ตุลาคมนี้
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Title: Hana Awase New Moon
By: WoGa, dramatic create
Platform: Nintendo Switch
Languages: English, Japanese, Traditional Chinese, Simplified Chinese (Japanese Voiced)
Website: https://dramaticcreate.com/hana-saku/
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Release date: October 26, 2023
Physical Version : Japan and Asia.
Digital Version : upcoming (available outside of Japan)
● CAST
Iroha CV: Terashima Takuma #寺島拓篤
Mizuchi CV: Fukuyama Jun #福山潤
Karakurenai CV: Hino Satoshi #日野聡
Himeutsugi CV: Tachibana Shinnosuke #立花慎之介
Utsutsu CV: Sugiyama Noriaki #杉山紀彰
Momotose CV: Mizushima Daichuu
Kintokihana / Awahana CV: Toyonaga Toshiyuki
Onosadakurou CV: Kuroda Takaya
Ime CV: Sugiyama Noriaki
Nino CV: Miyashita Eiji
Hinata CV: Yuki Aoi
🀄️ Key visual by game character designer and original artist "Yura"
⚠️ Sneak peek - CGs from 4 games
Official Site: http://hana-awase.net/
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xenocorner · 7 months
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Hello, I'm sorry if this ask seems random. I'm a fine arts student, hoping to career in Illustrator and eventually college professor. I'm curious about how to get from college student to college professor. I am also trying to grow my personal and professional art accounts. if you have any advice for me.
Hi!!! Don't worry about the ask seeming random, I love answering art related questions! (This goes for anyone who wants to send art related questions too, btw. Even if this is a Dr Strange blog, I always welcome those :D)
Everything under the read more because this will be long, probably.
Now, as for the first part about bridging the college student to college professor gap:
I can only speak from my personal experience, which I believe is probably not the norm. I am currently a college student while also being a "college" professor in a different institution. I put college in quotations because while I teach at a college, I don't teach lessons in the degree. Instead, I teach courses offered by the institution that are basically intense boot camps with a 3 month duration (I teach both the Digital Illustration course and the Portfolio course). This allows me to teach at a college level institution without having my own degree yet.
Now, as for how I personally got the job, I didn't apply for it personally, I was 'scouted' by the institution. Meaning, one of the college academic administrators reached out to offer me a position. From there I sent a formal portfolio and CV, did an interview that was more like a briefing about the position, and then just sent my documentation. I've been working there since 2022.
Again, my experience is a bit outside of the norm. However, I can offer some insight about how I got the position.
I was scouted through ArtStation. I don't know if you're familiar with it, but ArtStation is a social media platform focused around visual arts (this includes illustration, character design, 3D modeling, vfx, rigging, etc). Here you can find professional artists in all areas (including people who have worked on productions you love).
This intimately relates to your second point about building your professional art account. Using sites like Tumblr, Twitter, Instagram, etc is great. It helps build a general audience and get your work out there.
However, when one wants to work on this professionally and aims for a position in the industry (whether that's in production or education), it is also important to build a portfolio in a specialized platform. That can be ArtStation, Behance, or The Rookies. These platforms are focused on the creative industry, meaning they not only provide a place for you to display your work, but this sites also offer a 'Jobs' section that show job offers of all kinds in different studios. These are also the places recruiters usually go to for scouting artists.
The Rookies is a specially good place for people who are recently graduated or still studying. It's very similar to ArtStation, but it focuses on young talent, junior level positions, etc. This means that in this platform your work isn't competing with that of people with 15+ years in the industry.
Another pipeline from college student to college professor that I've heard of (but haven't experienced myself) is applying to a position in the same college you're studying at. You can prepare for this by researching opportunities within your institution (like doing your professional practices and/or social services within your school). That can help build a bridge from student to professor status so that it's easier to get that position in the future.
Another useful resource to search for jobs in art education (or jobs in general) is LinkedIn. Yes, it is tedious. But it notifies you about open positions in your preferred area, and it can be a good way to find positions and apply to them. Now, it's important to note that LinkedIn doesn't work like other social media. It's more like a networking platform. So it's not a place where you upload your sketches and expect likes and compliments from it. It's more like a virtual CV where you list your education and experience.
A separate advice would be to separate your personal social media from your art social media. That is, it's adviced you have an account to upload your art, and a different one where you upload photos of your dog or the friend group selfie. That is to separate your content, something that is generally important if you want to pursue art as a career. (For those who post for hobby, feel free to throw this part of advice out the window and just have fun lol).
Those are the most important things to take into account off the top of my head. I really hope this is helpful! If you have any further questions about the subject, feel free to send another ask and I'll do my best to answer them. This also applies to anyone else who has art related questions :D
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tsreviews · 7 months
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AvatoAI Review: Unleashing the Power of AI in One Dashboard
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Here's what Avato Ai can do for you
Data Analysis:
Analyze CV, Excel, or JSON files using Python and libraries like pandas or matplotlib.
Clean data, calculate statistical information and visualize data through charts or plots.
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Extract and manipulate text from text files or PDFs.
​Perform tasks such as searching for specific strings, replacing content, and converting text to different formats.
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Upload image files for manipulation using libraries like OpenCV.
​Perform operations like converting images to grayscale, resizing, and detecting shapes or
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Utilize Python's machine learning libraries for predictions, clustering, natural language processing, and image recognition by uploading
Versatile & Broad Use Cases:
An incredibly diverse range of applications. From creating inspirational art to modeling scientific scenarios, to designing novel game elements, and more.
User-Friendly API Interface:
Access and control the power of this advanced Al technology through a user-friendly API.
​Even if you're not a machine learning expert, using the API is easy and quick.
Customizable Outputs:
Lets you create custom visual content by inputting a simple text prompt.
​The Al will generate an image based on your provided description, enhancing the creativity and efficiency of your work.
Stable Diffusion API:
Enrich Your Image Generation to Unprecedented Heights.
Stable diffusion API provides a fine balance of quality and speed for the diffusion process, ensuring faster and more reliable results.
Multi-Lingual Support:
Generate captivating visuals based on prompts in multiple languages.
Set the panorama parameter to 'yes' and watch as our API stitches together images to create breathtaking wide-angle views.
Variation for Creative Freedom:
Embrace creative diversity with the Variation parameter. Introduce controlled randomness to your generated images, allowing for a spectrum of unique outputs.
Efficient Image Analysis:
Save time and resources with automated image analysis. The feature allows the Al to sift through bulk volumes of images and sort out vital details or tags that are valuable to your context.
Advance Recognition:
The Vision API integration recognizes prominent elements in images - objects, faces, text, and even emotions or actions.
Interactive "Image within Chat' Feature:
Say goodbye to going back and forth between screens and focus only on productive tasks.
​Here's what you can do with it:
Visualize Data:
Create colorful, informative, and accessible graphs and charts from your data right within the chat.
​Interpret complex data with visual aids, making data analysis a breeze!
Manipulate Images:
Want to demonstrate the raw power of image manipulation? Upload an image, and watch as our Al performs transformations, like resizing, filtering, rotating, and much more, live in the chat.
Generate Visual Content:
Creating and viewing visual content has never been easier. Generate images, simple or complex, right within your conversation
Preview Data Transformation:
If you're working with image data, you can demonstrate live how certain transformations or operations will change your images.
This can be particularly useful for fields like data augmentation in machine learning or image editing in digital graphics.
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pinchraccoon · 1 year
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Pinch's Reviews: Castlevania: Rondo Of Blood
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Earlier this month I had the absolute pleasure of playing Castlevania: Rondo of Blood with a dear friend of mine (@montymoelle) who recommended me the game and accompanied through my experience with it.
I played the 1993 title on modern emulation software, as it was the most easily accessible to me at the time, and my opinions are wholly based on my playthrough there. I'm unaware of what may have changed due to this method of play, but if I'm wrong I'm wrong what am I gonna do?
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Released in 1993, Castlevania: Rondo of Blood is considered one of the last "classic-vania" Castlevania titles, which is to say, level based, challenging games that prioritize player knowledge and skill above all else, which would later be largely overshadowed by the Metroidvania style of the rest of the series.
I chose to play Rondo largely because my cohost, Moelle, said that Rondo and its sequel, Symphony of the Night, were a good way to familiarize myself with some of the highs of the series and interest me in further exploration of the gameplay styles on exhibit. At the time of writing this review, I have not yet played Symphony of the Night, but it shouldn't matter as the impression that Rondo left on me was more than strong enough to provide me ample information about the series on which to make some judgements.
To state a thesis toward the points I will explore further momentarily, they are as follows:
Rondo of Blood is one of the most stylistically consistent games I have ever played.
Rondo of Blood utilizes the style that it consistently sticks with to great effect, making an absolutely timeless soundtrack and, more notably, visual style.
The tight gameplay of Rondo of Blood seeks to challenge the player in ways that, with few exceptions, feel fair and reasonable. Even the parts that are comparatively unfair have means by which to work around them as well.
Rondo establishes player exploration as a part of the skill present within the game, as things like health and ammunition pickups need to be planned for, and only with the knowledge of location and enemy placement will the player manage to maintain an advantage state within the levels as they traverse them.
Rondo's use of tools incentives player freedom and exploration in organic and thoughtful ways.
Excellent level design.
A somewhat harsh learning curve.
First, to discuss the game's presentation, Rondo of Blood is absolutely one of the most consistently beautiful games I have ever played. The pixel art is excellent, and would go on to be largely reused for much of the series' immediate future, and much of "nostalgic" CV content sports the same style and trappings, so it's clear to see that I am not alone in my assertion on this aspect. Pixel art of creatures is excellent, and every action is animated simply, but with enough movement and animation to provide life and flavor to the enemies seen ingame. Rondo of Blood also sports an absolutely masterful use of the MS DOS sound chip, and the versions present in even initial release copies of the game are crisp, clear, and every bit as wonderful to listen to as they would have been 30 years ago.
There's something to say about the lasting legacy of a game, and in this case it's extremely hard to ignore that this game and it's aesthetics forever changed the way that Castlevania would look and sound. To make something truly timeless, it has to be good in the first place, and I am happy to say that the aesthetics in question ABSOLUTELY reach the mark.
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Now to discuss gameplay, typically I find myself boiling my thoughts on matters such as these down to "that feels good" or "that feels bad" but in the case of Rondo of Blood I feel that I should explain what the player has the ability to do and why it feels good.
As Richter, players have a few different tools in their kit at all times in order to deal with the adversaries and platforming challenges that they'll find along the way.
First, and most obviously is the ability to walk, this somewhat slow saunter is not a tool with which to flee, but instead a means by which to position the player advantageously. You can achieve a great deal of precision with the walk, as it ends instantly, and tapping of the d-pad or otherwise control scheme will bring the player forward as many or as few pixels as desired, allowing for positioning to become the primary objective within battle.
Richter can also jump, he jumps about 1.3 (ish) times his height, with shorthops being possible by tapping the jump button. The jump also maintains any momentum present when the jump button is pressed, making it a valuable tool for unique maneuvering, especially useful when the screen is full of projectiles and enemies. There is no fall damage in this game, however, when Richter falls from greater heights than his typical jump apex, he experiences some end lag upon landing, that prevents him from walking or any other action until the period ends. This, similarly to the walk, means that jumping too is a tool for positioning, that has to be used wisely.
Additionally, Richter can crouch, when crouching, Richter can attack, but cannot do anything else. This can be used to dodge certain projectiles, and must be used sparingly lest the player become overrun.
To deal damage, players have access to the Vampire Killer, a whip with a short range that has a hitbox that comes out a few frames after a button press, creating wind up and requiring that the player utilize their positioning and timing wisely, both of which can be manipulated and prepared for with the aforementioned walk. Players also cannot walk while swinging the Vampire Killer, meaning that, again, positioning and smart, calculated gameplay are required to deal with the myriad horrors of Dracula's Castle. The whip, while reliable once learned, can be extremely unsafe to use in specific situations. However, despite it's seemingly easy concept to gather, it has significantly further nuance when combined with the jump. Due to it's lingering hitbox, it can be used to hit multiple pixel values in ascending or descending order depending on when in the jump it is activated. This allows the player to, with the proper skill, hit multiple enemies at once, or hit enemies from places that they cannot damage the player from. Similar functionality is found with the crouch as well, allowing for multiple tiles in front of the player to be hit if the player's inputs are good.
These are what the player has access to at all times, but the player also has access to numerous subweapons or tools that require the use of ammunition, found in candles or dropped from enemies. The subweapons serve to augment the player's kit, and which the player uses is largely dependent on what is present in the level, the player's personal strategy, and the enemies present in the level. The player can utilize an axe, which has a large arc up and down, providing rare vertical coverage to the player, daggers which provided long range low damage options that could be spammed quickly, a bottle of holy water which creates a damage over time field on the ground, a grimoire or bible that creates a spiraling projectile around the player that hits much of the screen, a pocket watch that stops time for everyone but the player, and a cross that acts as a boomerang across the screen. Each of these subweapons has their own unique uses, but a few are more useful than others, typically. The pocket watch is usually hard to find, and the knives are typically not worth it, as something like the cross can be used to perform similar functions but with greater damage and better screen coverage. Regardless of the relevance of each of the items, each of them *can* be used to great effect if the player chooses to capitalize on it, and levels, routing, and enemy strategy changes WILDLY based on which the player has and how much ammunition the player has.
While the game has comparatively little by comparison to even other Castlevania games in terms of what you can do, the depth of what can be done by the player is extremely compelling, and while this does make for a somewhat harsh learning curve, as the tools do beget respect so as to not die of recklessness, the tools empower the player in ways that allow for a significant amount of player freedom.
I apologize for how long I spent discussing how Richter walks, but I felt that it would be important to discuss the nuances of the gameplay, as the game is unbelievably fun and feels incredible because of the tiny, seemingly minute nuances.
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As my final positive on the game, I wanted to touch on exploration, as many of the proverbial "bones" the game throws at the player are in the form of health or ammo pickups that are hidden throughout the level. This means that players are rewarded for finding ways to claim these items consistently should they die, making subsequent runs far, far easier, and making the player feel a greater mastery because of it. Similarly, that same exploration can lead the player to find numerous secrets and hidden levels, all of which contain their own secrets that lead to unique boss encounters, unique dialogue, unique collectibles, and even a different player character who many consider an "easy mode."
The only things that I have gripes with are a few specific boss fights, and the occasional instance of a level seeming "mean" because of specific, targeted level placement that seeks to kill the player far quicker and for far fewer mistakes. Both of these issues though can be adapted to or avoided if the player doesn't like doing that in their playthough, so, because the player is free to express themselves, the comparative issues are mitigated.
My final thoughts are the following: I adored this game. It's absolutely delightful to play, to watch, to listen to, and to talk about. I loved every aspect of my time with Rondo of Blood, and found it to be a truly timeless gameplay experience that I'm relatively certain could easily be released today to much of the same fanfare. I am extremely happy to report that Rondo of Blood ages like wine, not like blood.
If you're interested in learning more about my experience leading me to this opinion, I've linked my VODs of the streams below!
Thank you very much for reading, have a lovely day, and play Rondo of Blood, that shit fucks.
youtube
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Commission Me! (Regular | Furry)
Reference for Kyoku Mizutade from my Yugioh 5D's/Persona 5 crossover fic, Satellite Rising
Don't worry, this isn't an OC. It's actually my redesign for Aki! Honestly I didn't even really change her that much, I just made her like 10% more goth lmao. Anyway I spent way too long designing this outfit so [gently grabs viewer like a squeaky toy] I'm gonna talk about it.
Long rant under the cut, so if you don't wanna read it feel free to scoot lmao.
We all know Aki's outfit, right? Very Victorian-inspired, but with a short pencil skirt and garters. I wanted to keep that same vibe, since I'm a firm believer in letting people wear what they want without judgement. However, I also know that Aki was designed by someone, since she's a character in a story and thus has no actual agency over her own design. Also, she's canonically 16 in season 1, and I really don't like the trend in mid-00s anime to sexualize teenage girls. Hell, it's not like the trend has stopped either, it's still happening! [pointed glance at momo yaoyorozu]
So what I did instead was take a lot of inspiration from gothic lolita fashion, as well as steampunk. Since lolita was first created to be as far from the image of the "ideal woman" as possible, it felt like a good starting point for what I wanted. Same with the corset, I personally believe corsets aren't inherently sexual, so all I did there was give her some little sleeves and a neckline lmao. Beyond that, I just added makeup and piercings.
The makeup was inspired by both corpse paint and visual kei makeup, as well as CV Dazzle, which is the act of using makeup to trick facial recognition. However, CVD is actually deprecated now, since the algorithm it was designed to trick has been improved. Also, I just think it's neat lmao.
I didn't put this in the info since technically in the story we don't know this is Aki yet, but did you know her canonical weight is 43 kilograms? Even at 163 cm, that's very underweight. The healthy weight for a person of that height is between about 44.6 kg and 65.4 kg. That's 94.8 pounds at 5'4 for my American readers, with the healthy weight between 98.3 and 144.2 lbs. For reference, I put Yusei, who's supposed to be malnourished and visibly underweight, at 58 kg for 175 cm (or 128 lbs at 5'7). So uh......I put some meat on her bones lmao. My AU, my rules. She's 54.2 kg now, or 119.5 lbs. A much healthier weight!
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How to Write a CV That Launches Your Career
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