#empty brains are no fun!
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I never realised how hard it can be to create something, but it needs to fully fit an character that already exist.
And at the same time it's the exact opposite of the character.
I also can't talk open about it or I spoil things.
If you ever have to think about something dark and evil, what would be first on your mind?
As in good and evil thinking.
Feel free to let me know. Maybe it's just my brain that not wants to cooperate!
#fanfic#fanfiction#writing#writer life#desperate writer#empty brains are no fun!#good and evil thinking#dark and evil theme
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Job promotion (now what?)
Comic 1: Interrogation
Caught him lurking in the background (he was being suspicious in their defense)
Comic 2: Everywhere you go.
#naruto#naruto fanart#kakashi hatake#obito uchiha#itachi uchiha#shisui uchiha#sasuke uchiha#yamato tenzo#fanart#art#my art#sketch#drawing#digital art#my account turn one year todayy like wow didn’t see the time passing by#thought about doing something like would sketch request be fun or attempting to draw#thinking but my brain is empty right now#so silly post about kakashi promotion going the opposite way#doomed to be a sensei (in a good way)#having to deal with Itachi and shisui (and later tenzo when they’re older)#what could go wrong!#(his students are very time oriented when he simply wants to sleep in)#ps it’s also 25 posts yooo
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[ID in alt]
Guess that makes me Evil
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I could not stop thinking about how Vex is probably dead in DR, that shit makes me so unwell
Also, version without the lyrics below, bc I like both:
[ID in alt]
#LIKE HE'S MOST LIKELY DEAD. given the realm time-difference at least#unless you like the time travel theory but#even that aside he was banished to the icy wastes#he could've died from that just as easily as time#zane is never going to get his lick back and he has to reconcile with that#hhghghghdkghdkhgkdkgjdfdkfld#im normal. promis#the song's "hop-skip-jumpin- part was very much what inspired this piece for (probably) obvious reasons#it just tickled the brain#foxgloves were not part of the plan at first but the top half felt empty and i wanted to have something for the roots to be coming from#so flower meanings; of course; is where i go first#foxgloves just fit.#esp white ones#anyway i had fun doing this :D took like seven hours but jdkfjdkfjdkjfd thats fine#sunn art#dont repost#lego ninjago#zane julien#vex#fanart#artists on tumblr
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The doodle page is COOKIN today! ngl I have no ideas for warm-up sketches, but I just really liked what I was able to dump on the page regardless, so wanted to share lol
Maybe one day I'll be able to doodle a ton. Please brain I beg of thee-
vvv Close Up's (Because I LIKE em!) below! vvv
#I was staring at the canvas for like an hour and a half#My brain empty#Regardless I think I did a decent warm up :3#I don't usually do them but its supposed to be really good for you#I've been feeling rusty so thought I might as well#Enjoy these crumbs lovelies#Also-#Aughhh soft moon my beloved#and someone tell me why its so fun to draw sun's rays?#It can be a pain but it is so fun at the same time???#dca fandom#fnaf dca#dca community#daycare attendant#dca fnaf#dca fanart#fnaf moon#fnaf sun#sundrop#moondrop#dca art#my art#my sketches
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I don’t have a clever caption for this it’s just brothers being brothers
#cult of the lamb#cotl#the ones art#cotl unholy alliance#cotl narinder#cotl leshy#the purge of the crowns#bishop leshy#bishop narinder#<technically since first doodle#been enjoying drawing leshy a lot more which is great because he’s right next to shamura as my favourite#i need to doodle more bishops before game stuff but brain empty have the boys mock each others heights#narinder and kallamar get the short en d of the stick of being follower height whilst the other three get to be tall#finally decided to go fuck it and make brushes for myself and i’m having fun i like them
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”Bento”
#inktobertale2024 Day 8
#I feel bad but I didn’t like how this one came out;;;;#I didn’t know what bento was and I had fun designing the bento box but I struggled with everything else akfkmgm I hate empty space sm makes#my brain itch bad#I added error to fill the void but aaaa#Art#my art#inktobertale2024#inktale#ink sans#error sans#art prompt#inktober#utmv#undertale fanart#undertale au#undertale art#EDIT FIXED IT added a lil bit of colors.#not a big change but it made my brain feel better lmao#I didn’t edit it again no I didn’t this is the first draft ofc it is shshsh
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bee ess dee
poe posting
#that first page is from dec#its been a real slow burn reawakening of this interest#n ive been in denial of it the entire time#bungou stray dogs#bsd#bsd nakajima atsushi#bsd akutagawa ryuunosuke#sona#bsd edgar allan poe#bsd karl#bsd edogawa ranpo#im gonna tag them like that......#ranpoe#shin soukoku#my art#ft my discord ramblings bc the space was empty n its fun using them like weird stickers n shit#magma#a single magma only one are you proud of me#ok so thats a lie theres two but ones just a scribbled over meme#guys i love poe i love him a lot just so much i forgor how bad it was help me#i was gonna draw a whole buncha characters but then i read 32 n my fate for today was sealed#can we talk abt that i read like 29 chapters yesterday. i got through like 8 today before i went too insane over poe n had to draw abt it#i havent drawn him in sooooo long IM HOMEEEEEE#hi welcome to my wall of tags#me using sushis hair color for akus hairtips: HEEHOO#bros i am so sorrgy for my brain n how it jumps between interests like a run of crossy road or smth
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DANCE LIKE WHATEVER! for make a terrible comic day 2024
#makeaterriblecomicday2024#long post#For a whole day I was able to silence my inner critic and draw my ocs having fun#and I drew it outside in the sun!#and steamrolled any mistakes I saw!#brain emptied!#would do again#lue#fum#my art
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What if he Painted his fingernails
#ultrakill#gabriel ultrakill#ultrakill gabriel#those tags are fun#ultrakill art#I painted my finger nails too#not much more to say here uhh#brain empty#:p
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Merry Cybugmas!
A festive King Candy Cybug for the special occasion~ Would you stand under his mistletoe?
#king candy#king candy cybug#king candybug#king candy cybrid#wreck it ralph#wir king candy#crystalitar art#I had so much fun designing this#went a bit extra with the bg oop#brain empty for actual wing design#just imagine a snowflake or something#also he looks more chill to lure you in#to a nice evening#definetly nothing nefarious
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no fights are ever won without sacrifice
#art tag#ivy laidir#lucanis dellamorte#rookanis#datv spoilers#im tagging it just in case but like you know#ANYWAY. have i told you guys about the solas silverhand of my veilguard fic . how he can see Ivy’s memories and witness the world around#them as they travel. witness it all.. because i honestly thought tjat would have happened . yeah. it makes this 10 times worse in my brain#like oh!!! oh he has used my love against me oh no#the speechbubbles are empty but they range from ‘im sorrys’ to ‘i love yous’ to ivy finally calling lucanis vhenan because they never#thought to call anyone it again after what their ex put them through . isn’t it fun ….. isn’t it so cool#i think ivy blacked out and just sat with *him* for a while. didn’t really hear varric for a bit . just let every tear out from losing#everyone they cared for. the people they promised to protect and bring home safe. the world is on this poor guys shoulders my gooddddddd#the MOMENT ivy gets up from this its like Hell for 90% of the way. the regret prison in my mind is So much Worse#but anyways <3 enjoy this wip i had sitting for like several weeks. i might do lucanis…….. might. a strong might.
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.
I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.
But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.
There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
#thoughts#tloz#totk#totk critical#when will my brain return from the imprisoning war...#quest design#game design#level design#game criticisim#I think the more time goes on and the more uncomfortable I am with “if the game is fun it's good”#sometimes the game is fun and the game is empty#fun games can be addictive and predatory on purpose#(not saying totk is but it is well known that fun is not a neutral feeling)#fun can also reinforce questionable ideas of what “fun” should even look like#*side-eying CoD and co*#and fun =/= coherent always#if we're talking about games like artpieces#then you don't get to pick and choose which parts matter and which parts don't#you can absolutely say “I resonated with it for X and Y” but to make an argument that people who feel uncomfortable by content#that is in the game!! put in the game!! on purpose!!#is not a very productive attitude let's say
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would highly highly recommend fields of mistria tbh. it's very fun, yes, but i'm so pleasantly surprised by how endearing the characters are. they interact with each other and have their own relationships outside of your character and it's adorable 🥹
#daisy plays: fields of mistria#i have many thoughts but my head is so empty of brain juice atm#especially after this past week so#i will summarise by saying: game fun. please play.
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Soooooooooo I finished the weapons :D
I don't have much ideas for what to write in here so imma just drop the designs and continue suffering in school skkskskksk
First we gooooot
Bear Axe 2
@beartitled (apologies for the puns I couldn't help myself)
Then we have the comically large hammer
Le Bonker 1000
@insomniphic I'm kinda curious to see how would you lift ot ngl
And then we have the last weapon for Captain! :D
Captain's Staff
@braisedhoney
The staff was the most fun to draw tbh
Also I was this 🤏 close to fully shading the axe and the staff lmao
Anyway time for me to skedadle back into my cave before COL finds me /silly
- CR2868
#hmmmm what do i write in tags- eh imma just drop something and maybe add some later#hhhhhhh brain empty >:[[#fun fact: the staff was the most pain in the ass to make cuz i couldn't figure out how it would look and then when i figured it out it was#very fun to colour so imma probably draw few other weapons with this kind of hardlight blade#also very pretty#hmmm i dont have much time and i dont want to risk that tumblr is gonna post this twice-#tags speedrun time#i need sleep#my art#amari art#digital art#artists on tumblr#weapon#hive#now that i think about it ill try to doodle some hive sona shenanigans cuz why not#though i didnt draw anything for my Narrator lmao#also i was thinking about drawing attack variations for the weapons so i might doodle it later if brain won't go empty lol#hhhhhhh time for me to suffer again-#i hope yall like the weapons
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kieran hyperfixation so bad he got me actually enjoying doing art (ft. pomoe pokemon oc i have idk... he's just there with a spiked bat)
#pokemon scarlet and violet#pokemon scarvi#rival kieran#pokemon kieran#pokemon oc#totally functional apocalypse duo#kieran is an overthinker meawhile pomoe is brain empty most of the time#i need to ramble about pomoe hold on#uhhhh idk what region they're from but they lived two years in galar before moving to paldea#oh and he was a hooligan i guess and got the spiked bat from his sisterly figure after The Incident#actually the whole story is too long so um fun pomoe fact their name comes from the genus of the morning glory#pokemon does a lot of floral naming so i did the same for pomoe#also due to the lighting it isnt visible but his bangs are eggplant colored... purple with green ends#roasted eggplant served with onions#ok i need to stop staring at my art before i suddenly get self conscious#mochi mayhem#pokemon sv#pokemon sv dlc#pokemon dlc
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honestlyyyy porter cant be held responsible for who he becomes when he and jace are off-again. like its BAD. he snaps at the other faculty, refuses to socialize w anyone after work, is tougher on his students, etc. and like its not Entirely his fault for not being normal. imagine the most beautiful guy youve ever seen who you HAVE slept with and who you know IS into you (when you havent pissed him off) suddenly giving you the cold shoulder and ignoring you ALL day and icing you out deliberately. and you still have to go to work together and see each other multiple times a day. maybe porter has like 3 students who are wild magic barbarians so he and jace have to work super closely for their coursework. and usually that'd be fun but jace is so coldly professional with him the whole time that porter's literally going crazy. everyone's giving him a very wide berth because nobody wants to get caught up in whatever he and jace have going on.
#starbreaker#i think porter is livid at first like 'who does this guy think he is' etc etc and tries to return the favor#and then after a week and a half of stalemate he caves completely bc he forgot how empty his house feels w/o jace there#cue 100 red roses and a new diamond necklace delivered to jace's doorstep#jace makes fun of him for months but like. access to elf hole extremely worth it#brain is currently only half-functional sorry if there are typos or this post makes zero sense jfjfksghfsd
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