#design studio template
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brainquest-consultancy · 2 months ago
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Boost Your Design Studio’s Online Presence with the DesignQ Wix Template
In the competitive world of design, having a strong online presence is crucial for attracting clients and showcasing your skills. The DesignQ Template, powered by Brain Quest, offers an ideal platform for design studios to do just that. With its visually appealing layout and smooth navigation, it helps you create a stunning Wixsite that highlights your studio’s creative expertise.
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The DesignQ Template grabs attention with striking visuals that mirror your artistic vision. The user-friendly structure ensures easy exploration, allowing potential clients to quickly access information about your services, from graphic and web design to branding. This immediate impact fosters trust and interest, making your studio stand out in a crowded marketplace.
One of the key features of this Wix Template is the Projects section, where you can showcase case studies of your best work. By displaying your portfolio in a compelling way, you help clients better understand your approach and creativity, increasing the likelihood of collaboration.
Additionally, the integrated blog feature allows you to share industry insights and trends, engaging with both clients and the broader design community. Regular updates can position your studio as a thought leader in the design space.
For more details on how the DesignQ Template can transform your studio’s online presence, check out the full blog here.
Embrace the DesignQ Wix Template today and take your studio to the next level!
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sour-chai · 6 days ago
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i wanted to do this template with langy !!
(credit to @/sunnydionysus on x/twitter for the template)
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lemony-ink · 6 months ago
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Little edit for our sysbox hoard we're going to make on Rentry
haven't made it yet but our main Rentry is here if you'd like to see my other graphics ^-^
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aar0n-l0rdl0ser · 2 months ago
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Oc meme compilation for my oc Jack Midas
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mockupcloud · 6 months ago
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Animated iPhone Mockup 4K @ 30fps animated version for After Effects. High-quality 3840x2160 px static version for Photoshop and Figma.
⚡ Download
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siduael · 1 year ago
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Iwazup is a friend from discord's oc! I just love the huge metal creature interact with the short tempered tired woman
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nerrolane · 5 months ago
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some people requested a meme template version, go nuts lmao
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she misunderstood
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ahmetmertugrul · 27 days ago
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SlimStudio
Slim Studio is modern and minimalistic website template for creative studios and agencies. The homepage contains 10 unique sections, and comes with both light & dark modes.
As a bonus, you will also receive template tutorial series to help with implementation ($49 value)
Live preview:
Download:
Telegram: ahmetmertugrul
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allclonescript · 5 months ago
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The Yoga Studio HTML5 Website Template offers a professional, responsive design with essential features like class scheduling, payment integration, and a contact form.
This website template empowers yoga studio owners to create a stunning 👌 website, engage visitors, and establish credibility without frontend coding knowledge.
✅ Registration & login
✅ Responsive-ready
✅ Class schedule
✅ Multimedia section
Visit Now- https://allclonescript.com/product-detail/yoga-studio-html5-template
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brandingpack · 7 months ago
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graphicsinnovative · 9 months ago
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creativedivias · 2 years ago
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fans4wga · 1 year ago
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CALL TO ACTION to support WGA/SAG-AFTRA: Submit a comment about the corporate monopoly crisis.
August 18, 2023: You can personalize the template message included in the above link, or simply just add your name & email. Seems like it's US only; please boost if you can't sign yourself.
From the WGA:
"More than 100 days into our strike, as we continue to fight for the sustainability of our profession, events in Washington, D.C. provide an opportunity for writers to shine a light on one of the root causes of the strike: media consolidation. For decades, the WGA has advocated for stronger antitrust oversight, bringing attention to the ways that mergers and vertical integration in our industry – from AT&T-Time Warner to Warner Bros.-Discovery to Amazon-MGM to Disney-Fox – have consolidated the power of our employers and harmed writers as well as the diversity of content. In numerous reports and policy filings – including a new report called The New Gatekeepers: How Disney, Amazon and Netflix Will Take Over Media, released yesterday – the WGA has documented the threat to our industry from past and future consolidation and called for more aggressive antitrust enforcement. Our current strike highlights the urgency of the issue; studios gained power through anti-competitive consolidation and vertical integration and then used that power to push down wages and impose more precarious working conditions for writers while profiting off of their work, and currently – together – refuse to bargain a fair contract for writers to mitigate those harms. Last month, the FTC and DOJ jointly released proposed revisions to their Merger Guidelines, a policy document designed to guide law enforcement around consolidation. These new Draft Guidelines are part of an effort by these agencies to reinvigorate antitrust enforcement. Compared with prior versions of Merger Guidelines, they give significantly more weight to the ways that mergers can be harmful and, for the first time, explicitly direct agencies and courts to consider how mergers can hurt workers. The Draft Guidelines have been released for public comment, and the FTC and DOJ want to hear from people who have been affected by consolidation – people like you.”
The FTC and DOJ are accepting comments on their revisions of the Merger Guidelines until September 18.
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simmattically · 5 months ago
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Create Your Own Main Menu for The Sims 4 - Tutorial
Hey folks!
This tutorial will walk you through creating your own main menu override for The Sims 4 based on my custom repository.
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What is required:
JPEXS Free Flash Decompiler
Sims 4 Studio
Raster graphics editor (e.g. Photoshop, Gimp, Photopea)
Your Own Main Menu repository
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Step 1: Download and unzip the Your Own Main Menu repository
It's available on my Patreon page for free.
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Step 2: Prepare your custom images
There are two images that you need to customize:
SimMattically_YourOwnMainMenu_MainBG.pngThis is the main background image, where you want to put the desired graphic.Size: 1440px x 1200px
SimMattically_YourOwnMainMenu_BarBG.pngThis is the second background for the navigation bar on the right.Size: 480px x 1200px
Prepare your own images based on these templates. Do not change the size of the images.
Tips: If you're using a more complex background, such as a screenshot from your game, I recommend blurring the Bar_BG with a Gaussian Blur (~60px). Additionally, I suggest adding a white overlay with ~50% opacity and a 5-pixel wide white bar on the left edge with ~10% opacity. This helps improve the readability of the navigation bar buttons and adds an extra layer of detail to your menu design.
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The repository also contains the optional file "SimMattically_RefreshedMainMenu_ScenarioButton.package" from my other mod, which replaces the Scenario button icon with a semi-transparent white version. It's up to you whether you want to use it.
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Step 3: Import the images to the .GFX file
Firstly, open JPEXS Free Flash Decompiler and then open my SimMattically_YourOwnMainMenu_Template.gfx with it.
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Select "No to all" when prompted. 
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On the left, choose "images" and scroll to the bottom where you will see the images you just edited in their original form. Right-click on each and select "Replace." Select the custom images you prepared in step 2.
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Save the file.
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Step 4: Import the .GFX file into the .package file.
Open Sims 4 Studio, then click on "My Projects" and open SimMattically_YourOwnMainMenu.package. Select "Scale Form GFX" (the one with the "gameentrylauncher" description) and click on "Import." Select the modified .GFX file and import it. On Windows OS, you need to switch from .binary to all file types to see the file.
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Save the .package file via File -> Save As... Give it a custom name and place it in The Sims 4/Mods folder.
That's it! Enjoy!
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IMPORTANT INFORMATION/TERMS OF USE:
Main menu overrides can become outdated with some game updates, causing them to break the game. You will have to remake your custom main menu with a new, updated template in this case. Always make sure you are using the latest available template and that it's not outdated.
Since these mods can break the game, I do not advise sharing your custom main menus with other players. You are free to do so, but be aware that since you're relying on this repository to create your own version, you most likely won't be able to update the mod and resolve issues for other players on your own, so you take responsibility for breaking their game.
If you decide to share your version with other players, please credit my repository and link to my Patreon post.
Do not put your custom main menu based on this repository behind any paywall or early access. I made this repository and tutorial free for everyone, so keep it fair.
I do not take responsibility for people misusing this repository or breaking your game with incorrectly modified files. I do not provide support for custom main menu overrides created by other creators using this repository.
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easternmind · 7 months ago
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Lessons in Japanese Game Design #3
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From Killer7 to Deadly Premonition, Japanese game creators have intrepidly explored the theme of mental illness in a variety of genres, often in highly stylized form. The title I wish to approach today is a lesser known reference that approached this subject matter with unusual tact and clarity - a memory, if you will, which the collective conscious has long repressed.
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Maria Kimi Tachi Ga Umareta Wake (The Reason You Were Born) is a late 1997 adventure game firmly rooted in the visual novel template that earned Chunsoft great repute. It was Break studio's debut, produced over a year and half for both the PlayStation and Saturn systems. It was published by Axela, a company born out of the internal management conflicts and accumulated debt at ASCII, leading to some of its executives teaming up in 1996 to establish a new project centred around software and magazine publishing. The story of this company's origins, alone, would merit a separate post.
Foreseeably, its release was followed by moderate controversy, such that worked mostly in its favour. One of the most polemical moments is found in the introduction scene, with its tasteful yet unvarnished depiction of Maria's suicide attempt, followed by her hospital admission. The imagery and that which it depicts remains as painful to watch today as it did decades ago.
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While Maria is the central character, her tragedy and arc merge with that of the actual protagonist, Jun Takano, a fledgeling surgeon who, in the quality of certified psychiatrist, is assigned to provide therapy to the French-Japanese patient the morning after her admittance.
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Maria's mental illness component comes to light as the story and therapy sessions progress. The key art consists of photos of women using coloured masks to visually represent the dimensions of her multiple personality disorder.
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(Note: the text above is machine translated from the original Japanese game manual.)
Break was denounced for its bid to integrate so serious a derangement as a theme in a juvenile entertainment piece. Their reaction was to highlight the research done to ensure a careful treatment of the subject and sensitization of players via a bespoke message in the manual. In retrospect, the relative popularity of this game at the time was greatly owned to this fleeting controversy, and is believed to have been a crucial factor in the obtention of budget for Maria's far less spirited sequel.
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As a work of pure fiction, scenario writer Kirie Fukuda was at liberty to carry the already divisive premise into even more exotic territory by establishing a mysterious yet playful correspondence between Maria's distinct personas and Egyptian deities.
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The game's structure is modelled after hirudorama, a Japanese word interchangeably used to describe daytime TV fiction or soap operas; each of its nine chapters lasting nearly thirty minutes, equipped with a plot twist, cliff-hanger ending, and followed by rolling credits.
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Perhaps the single most outstanding aspect about this production results from a tireless effort to surpass the standard of authenticity in what pertains facial expressions; particularly those of the multifaceted Maria, often with stilted yet all the more fascinating results.
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In this and other regards, the influence of D no Shokutaku and its character, Laura, is clear and unmistakable. Maria's director and studio head at Break, Akira Okada, was an ex-Warp employee who worked as sales director precisely at the time when Eno's game was being developed.
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Following a modest success, Break released Maria 2: Jutaikokuchi no Nazo in 99, a not-so-direct sequel which did not command the same attention as the original. The studio created other noteworthy visual novels: Ouma ga Toki and its sequel, as well as the most unusual Saishuu Densha, a paranormal-themed romantic story involving two strangers who meet in a train.
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Before closing, it would pay to emphasize that this is an entirely different adventure game from the similarly forgotten MA-RI-A Ningōkan no Noroi, a 1996 3D CG horror adventure designed by Osamu Tezuka's son, Makoto; and scored by Kuniaki Haishima, of Kowloon's Gate and Siren 2 fame.
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Nor is it related in any way with the so-called "Maria" episode from the Yarudora visual novel game series, Sampaguita, released in 1997 for the PlayStation by Sugar & Rockets and Production I.G.
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despazito · 2 years ago
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Idk in my idyllic world the use of ai could improve animation workflow and catapult junior level artists into creative leads roles faster if there's less menial work to be done.
We could have artists still in charge of creative decisions and drawing vis dev while the computer assists with the most labour intensive steps of making shows or movies.
For simpler shows for instance it would be neat I think if you could run your storyboard through a script and have the machine import all relevant assets staged to the best of its abilities instead of manually having to drag props and rigs into your shot and scaling everything before you can even begin to animate (does that tech exist already? Probably).
Like nowadays we already have animation programs where you can set deformer limitations.
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i could imagine a possible future where software includes or does subscription services to ai trained on work by artists who got paid to draw or animate template motions or anatomy references. something like generating smart bones could become an automated feature. i can maybe even foresee tech that can look at a character model or design sheet you've drawn and generate a rig for it. in all these scenarios you would have to correct stuff and tune things to your liking, but it gives a considerable head start to the work.
More dynamic shots could be made on smaller budgets if we gave ai props or backgrounds and said "give me this but rotated a little" instead of drawing the same damn chair from 10 angles as a prop artist, I refuse to believe anyone's passion in life is to make prop turnarounds or clean up inbetweens.
what if you had an ai that was trained on drawings of heads at every angle, animals in every angle, a slew of expressions and mouth shapes, then gave it a character ref drawn from a few angles and bam it makes the vtuber rig for you.
this still leaves space for original art and would still require a skilled creative to make something look it's best, that could be a gig. more animators could potentially begin their own smaller studios if cartoons are way easier to make. if anyone could potentially make their own movie in the future, charge people to do it right! no computer can replace a human knowledgeable in film or drawing to guide it in the right direction. without creative people at a production's core, i think the future of ai film is just a very, very, sophisticated version of goanimate than can also do art theft.
this could become the weird futuristic version of "i wrote this children's book can you illustrate it for me?" but instead your mom's friend wants to commission a show pilot they wrote a screenplay for.
When animation was drawn on cels we had entire painting departments whose job it was to paint each individual frame by literal numbers, and it was tedious!! Now we have the paint bucket tool for digital coloring, and software like Toonboom lets you color in one frame then generate the coloring for the proceeding frames. We still have a colour and painting department, it's just different work now. but now we also have people making full color cartoons from their basements because Flash was released for personal computers with said digital tech along with computer generated motion tweening for animation!!
Junior animator and junior bg painter or prop artist roles will probably face an overhaul where more work can be done with less people. But the utopian outcome would be these junior artists can sooner take up lead or supervisor positions where they get to execute their own ideas instead of someone else's. more shows or movies could be produced with less crew for less money, slashing costs when deciding what to greenlight or to take a risk on new talent. The problem is capitalism would make it suck because it only cares about exploiting workers for those cheapest costs possible and forego the necessary human crew required to make the difference between machine-assisted productions and pure ai generated slop
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