#sitting on a vidding project all year but that ones getting added
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hostilepoet17 · 3 years ago
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How long does it take you to complete a vid? As in from point the idea in your head to fully edited and published?
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thanks for the ask! It's hard to pin this down bc if I have the inspiration and the time to sit down for hours and edit, then it can only take a few days. But honestly, the majority of projects in my folder for the past year are there for at least a month before being finished and published. I'd say this year's average is six months for a video bc I simply don't have the time or motivation, and I have too many ideas that I'm trying to pin down.
Looking back at my most recent videos:
Jack & Sam | Champagne Problems.
Started editing / blocking out the video idea: 11/11/21
Published: 11/12/21
(a month feels like such an achievement right now!)
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Wanda Maximoff | Out of Televisions.
Started editing: 07/03/21
Published: 14/10/21
What happened here was that I edited most of it, then I ended up working on a lot of other projects for a while before coming back to this bc I knew it was mostly finished and I needed something to post!
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Stephen & Christine | I Don't Want You To Go.
Started editing: 02/09/21
Published: 05/09/21
Three days??? This was one of those beautiful moments where I have the idea and the time to sit down and work on it. I had submitted a big deadline for my research on the 1st of September, so I was taking the first week of the month lightly and revisiting hobbies. So, that's why I had the time to make a whole video.
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Samantha Carter | Goner.
Started editing: 20/12/20
Published: 28/08/21
oof, this one was going really well and then I thought of a cool parallel for Teal'c and Sam and then I ended up editing something for them instead. Then the new year hit with all the videos I wanted to post, so this got lost until Amanda Tapping's birthday this year.
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Roy O'Bannon | Old Town Road.
Started editing: 20/07/21
Published: 21/08/21
This one was technically a v straightforward edit and really only amounted to a few hours of work. But other things (as always) got in the way and this project was zero priority 😂
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Loki & Mobius | Trust.
Started editing: 20/06/21
Published: 27/08/21
This one was a tricky one bc I was trying to pull the whole thread of their relationship and parallel it all. My biggest mistake was starting while the series was still airing, bc every single week, I had to adjust it after 1x02. I had given a lot of space expecting more content in 1x03 and then I had to completely readjust the tone after 1x04. Then the ending of the show was so weird and open-ended that I didn't know how to end this video and almost didn't finish it. I know a lot of people edit shows week to week as they're airing but I can't do that, I like knowing and understanding the full arc before I start editing anything.
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Marvel | Losing Your Memory.
Started editing: 01/07/21
Published: 18/07/21
Okay so this is the last one I'll talk about bc it was like the only time I've edited cleverly and used my time well. I opened this project at the beginning of July but I knew I didn't have the time to edit it for a while. So, while the idea was fresh in my head, I added the song to the track and then went through the entire thing with markers, adding in notes about what content would go where, so that once I had the free time to make this, the idea wouldn't be gone:
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I just did the entire song with markers, closed the project and didn't think any more about it, until I had free time a fortnight later. I sat down for a few hours over two days and filled in all the clips and voiceovers I had marked out. It obviously took some adjusting as clips and voiceovers are never the length you imagine them to be.😂 but this is such an invaluable way to get the inspiration down and plan it even if you don't have the time to make it. Bc when you do have that time, past!you has done all the work.
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anyway, that's my rant over. Normally, editing a video will mostly take a few hours a day for a handful of days. It's about actually getting it finished in that time and not getting distracted by other ideas for me😂
My editing timeline looks like this:
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I'll definitely be relying more heavily on the markers in future to plot out ideas that I don't have time to make yet! And I've learned my lesson about editing an in-depth tribute to a show as it's actively airing!
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yossariandawn · 4 years ago
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Tagged by @astarkey and @alwaysupatnight , thank you! I do love interesting questions! I’m combining these because it would take me days to think up 22 questions. Here are the rules:
Rule 1: post the rules Rule 2: answer the questions the person who tagged you asked and write 11 new ones Rule 3: tag 11 people and link them to the post Rule 4: actually tell them you tagged them
Edit: I didn’t realize how long this got, so I’m fixing it so I can put some of it behind a cut. My questions first so people can decide if they want to play along!
My Questions:
1. Set two fictional couples you love on a double date, and tell me how would that play out? One word answers are acceptable if you prefer.
2. Do you like candles? If so, what’s your favorite candle scent?
3. What’s the perfect fic you’ve been craving that wish someone else would write already?
4. If you could have an 15 minute conversation with any fictional character, who would you choose?
5. Above question continued, what would you talk about?
6. What’s one weird thing you loved as a child?
7. Any songs that make you always think of a character?
8. How well can you swim, and do you enjoy swimming?
9. Recommend me a new show, movie, or song!
10. What’s your favorite food that you make?
11. Draft the perfect Zombie Apocalypse Survival Team, 5 characters from any show or movie.
and now I’m tagging @sandalaris, @fortysevenswrites, @starkidmack, @captain-k-jones, and if you follow me and want to be tagged in this kind of thing in the future, just tag yourself and I’ll know to send them your way! I never know who wants to play, and there’s never any pressure to do any I send, I promise! 💖
EDIT: adding @alwaysupatnight​ YOU ARE NOW OFFICIALLY TAGGED
and now for my answers behind the cut:
@astarkey’s questions:
1. Favorite fall activity? Anything outside, to be honest. It’s my favorite time of year! I do love reading in my hammock with a blanket before it gets too cold, though I’m not sure that counts as an activity.
2. Favorite song at the moment? Well, the one I’m most obsessing on is one I’m vidding right now, so I’m keeping that a secret. BUT, I’ve been listening to Setting Sun by Lord Huron a lot recently ever since @alwaysupatnight mentioned it in an ask about Culebra Seth. I hadn’t heard it before and I fell right in love with it. 
3. Last movie you saw in theaters? Oh, it has been awhile since I actually went to a theater. I wanna say it was the first IT movie, cause I remember taking my brothers to see that. If I went after that I guess it didn’t leave an impression on me.
4. Favorite emoji/smiley? I really like 🥳 cause look how excited it is! Close second is 😎 because it makes me think of the Geckos when I use it.
5. Cold weather or hot weather? Cold weather, as stated above!
6. Are you a past, present, or future person? Hmm, I’m going to say present. I am a bit of a worrier by nature, so I intentionally try and keep myself grounded by staying in the moment as much as possible, so I’m not obsessing over what I did or about what could happen next. I’m reasonably successful with it. 
7. From where you’re sitting, what’s the closest object on your right? Water bottle.
8. What’s something you’re weirdly afraid of? (For example, a hair dryer, airplanes, a microwave, etc.) Ok, so this going to sound very weird, but it’s grasshoppers.  don’t mind spiders, hornets, bees, any of the normal creepy crawlies, they don’t bother me at all, but I have such an intense irrational reaction to grasshoppers, like a real fight or flight thing kicks in for me. I understand they can’t hurt me, but I don’t trust those little sideways hoppers AT ALL. Also, I used to spend a lot time catching (and releasing) bugs when I was a small child, and one day one BIT ME, which I didn’t know they can do, and the betrayal was so great that I have never forgiven them. And then if you want to see something that’s even more untrustworthy, google the spider cricket sometime. I don’t see as many of those, but my friend had some living underneath her porch one year, and they are terrible. (also harmless)
9. Favorite snack food? Soft pretzels with cheese are always a good time. And now I want one, dang it.
10. Favorite color to wear? Blue! I love blue so much.
11. Stargazing in an open field, watching the ocean tides on a lonely beach, or late night drives on the highway while listening to good music?  I’m going to pick stargazing in an open field, because that sounds the most relaxing to me at the moment! But the other two also sound lovely.
@alwaysupatnight‘s asks:
1. Have you started any new hobbies this year? Vidding. if I’m allowed to stretch the definition of a year about 1 month past haha.  I’ve also done a ton more “creative" writing since joining tumblr, all these asks and tag games are the most I’ve ever organized my thoughts and put them out there for others to actually see (excluding non voluntary things like schoolwork and work) It’s been a lot of fun to do both, and really allowed me to push myself out of my comfort zone.
2. Read any good books lately? Not recently, I have several checked out I need to get to soon before I have to return them.
3. Favorite color of nail polish to wear? Or if you don’t wear nail polish, the color of the laces on your fave pair of sneakers? I don’t wear nail polish most of the time, though I will let children paint my nails when they want, since they seem to love doing that. And my favorite sneaker laces are just the standard white they came with. I’m pretty causal and laid back fashion wise.
4. Faerie, mermaid, angel, or vampire? This is so broad! Am I reading/watching something they’re in, fighting them, auditioning them as room mates?! I’m going to go with Vampire (Mermaid as a second choice)
5. What is your MBTI type?  INFJ
6. What does your phone case look like? (Describe or post a pic) It’s black, no design. I’m so boring an practical!!!! I picked it out based on reviews, I drop my phone way to much.
7. What is your dream vacation? Camping, with people I like. Maybe a road trip out west.
8. Would you tell us a little about your current WIP? (writing, art, gifset, whatever the project!!) Working on a new vid, I’d let myself get stuck finishing one up, and realized maybe I needed a break from that one. It’s a SethKate one I’ve wanted to do ever since I heard the song, and I’m just going to do it. It’s not AU? That’s all the spoilers for now.
9. What is the best movie you’ve seen this year? I SEE WHAT YOU DID THERE, BUT YES. Prospect was amazing, and does when that title! Runners up would be Priest, Crawl (I love disaster movies so much) and Knives Out.
10. What are your opinions on the child from The Mandalorian series? Really cute! I have only seen like 3 episodes, but I have seen all the gifs, (especially today 🤣) and look at the tiny adorable space baby with powers 🥰
11. What is your zodiac sign, and do you think it fits your personality? I am an Aquarius, I have no idea honestly. Maybe? Is there an official description I can read somewhere?
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astrology-with-charu · 5 years ago
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Full moon of March or the Virgo full moon illuminating the night is called “Worm Moon”, strange name but it’s called so cause ground at this time of the year has thawed enough & becomes soft enough for worms to leave imprints for birds to come feed off them.
Nature is nurturing, brutal, raw & useful all at the same time just like this full moon.
Its messaging is simple - what’s your usefulness in the foodchain of life - where do you know in your heart that you are a 10 on 10 or can be a 10 on 10 cause the world at this hour doesn’t need another 5 by 10. What is your excellence - not in eyes of another - what do you know in your heart, in your soul that you can deliver to 100% of your whole being. What can you give your relentless obsession to ?
Cause nature is about to give us all a superpower so as to speak - relentless obsession in plenty with upcoming Jupiter Pluto conjunction. In Capricorn these two stalwarts together can create an obsession to deliver something materially successful. So knowing what we know what we are about to get - where do you want to funnel this through to ?
Everything else has gotto go - eliminated detoxed cancelled out of our life, cause we are going to become 10 on 10 on something we have proactively decided on. This full moon give so much power back in our hands but at the same time there is a fated dissolution that will momentarily weaken us.
Every loss feels weak in the knees for a moment even if we chose that loss - so when you close that door be kind to yourself - give yourself a moment to bury it, clean out the space it left, the gap it’s left for you to now decorate with what you want.
Neptune opposition always reveals life’s fallacy - it dislodges a part of our ego, removes something we were attaching our fake sense of self with, reveals a truth if we leave our body & mind pure, clean, devoid of anger / toxins / thoughts for a minute. It screams - this is not working for you.
Virgo moon knows how to make sense of this scream - it goes into solution mode instead of helplessness.
It finds a way to both detox something that isn’t working for you, a pattern, a person, a job, a project, a way of thinking , a source of income or ease or comfort - while creating usefulness out of this angst. It kicks our butts, doesn’t let us sit on our sense of loss or our angst - get to work, it says.
You know what you are good at - get to work, it says. We have no time to loose.
20° Virgo is the degree of totalisation of purpose & effort. Fake structures fall down - we see clearly where we have to go - we put our relentless obsession into it.
It’s time when when Mother Earth reveals the imprints of path of our own personal worm 🙂 - path to what we want - you have to ask the questions. Every problem is another solution, another opportunity, another answer. Mercury is turning direct - solutions begin. Get your share of it all!
History
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This full moon is culmination of last 6 months of work.
It’s also where solar eclipse of Sept 2015 happened so a chapter of life that began in Sept 2015 & was fully activated by May 2016 might be coming for next level of growth or closure.
By Sign
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I spoke for each sign in the March vids but let’s quickly look over what part of your chart is coming to light for a detailed work & focussed delivery over next two weeks at the very least. Check for Rising/Sun/Moon - Rising being the most befitting.
♈️ #Aries - Work environment & Heath routine
Detailed work project might come to focus for completion - just remember it’s better to get something done versus waiting for it to be perfect. Overall health habits might come to focus & it might be a good time to say good bye to a few things coming in the way of you getting ready for your season. This might be a good time to review if the work you are doing or your work environment is working for you or not - how you feel about your work feeds your health & what you feed your body feeds your work - mind & body are fully connected. The role your thinking or negative work environment or critical coworkers plays in upkeep of your health is clear to you so what is it going to be ? What works what doesn’t is clear so be surgical about it. Work projects that are clearly not you move away from them - you don’t have your health you don’t have anything. Good time to do a cleanse of body, work environment & projects. The work you connect with is fulfilling as it makes you feel of use of great utility - it’s your 10 on 10 & you know it so just go for what you know you can deliver your best on and go about the business of doing it - with patience, consistency & details. Coworkers or your directs might change.
Around 20° Aries or around 9 Apr born could be looking at a key work or health shift and should use this time to make the move 🏃‍♀️
♉️ #Taurus - passion project, speculative gains, love, children
Completion of a creative project, improving it, adding details to it, making it meaningful, useful, more valuable. Giving birth to a passion - a business, a creative outlet, a love, a child where you are taking a calculated risk on yourself. In a few cases health of loved ones including a pet could come to focus - to improve it or you might be working through a hobby that improves your health - a useful hobby - that keeps you mentally & physically happy by connecting you to your child within. This is great full moon on reap rewards of a speculative trade you made after a lot of deliberation, cause Taurus your bets in life are fairly well calibered. It’s a good time to encourage creativity of your child if you have one or of the child within you - planned, practical, detailed creative outlet is just what the doctor ordered & it will feel great once done. Don’t worry about it too much or try to get it too right - it’s like the last leg of labour - just push!
~20° Taurus or ~9 May born will benefit the most & should showcase their talents at this time - you can woo the crowd Taurus 💕
♊️ #Gemini - home, family, parenthood, parents
Home changes, domestic chores & duties, being a dedicated parent or child, your secured base comes into focus & all work comes from home base. It’s the classic work from home full moon - getting things set up at home, office equipments or work station or furniture or fixed assets required of practical business use for you to be able to manage your work & family life in balance. Detoxing home chores, making it all efficient & healthy, getting garden vegetables or the garden itself to home! Fixing, cleaning, organising - through push or pull getting it all in order. Making a secure base - stronger firmer - so it can support your new work life. Boost up that immunity this season & don’t worry about confusion about life path - it’s onfolding as it should - have faith in where life’s taking you. Check in on parents & do something to equip them with better health - a health tip, a recipe, a routine - they would appreciate the gesture. Parents don’t beat yourself up, you are doing well & can be extra critical of yourself - channel it to organise what nags you - I have a list for that !
~20° Gemini or ~ 10 Jun born might be shifting home or setting up an office at home - critical career and home shifts! 🏤📠
♋️ #Cancer - thinking, talking, writing - A message, a news 📞📨
Oh worrier you! Direct all that thinking thinking into a project - a communication, reading, writing, commercial dealings, a pitch - detailed proficient skillful. Practical solutions you have, have a commercial utility so put your thinking cap on to see how to make that idea commercially viable, how to market it, pitch it. Your analytical skills peak so leverage that to find solutions - practical, commercial, skillful. Else all that overthinking will keep you worried & up. Walk, pace, stay active, research health ideas. Possibly a marketing project, an important communication, a pitch, a commercial dealing, a contract is on verge of completion - good time to work on that. Get engaged more with your surroundings, neighbours, siblings - setting things to order, learning from your surroundings, using the information you are receiving to make something meaningful out of it. Study, take in lot of info, you can get through lots of details & make sense of it, present it meaningfully & gain commercially out of it. If you stand still you will worry so keep at it.
~20° Cancer or around 11 Jul born will benefit the most.
But all of you can take advantage of this - get something out - a message, a contract, a written detailed work, an important confirmation. You are good, don’t be so self critical, your skill set are valuable, as are your words, let people hear you 📡
♌️ #Leo - Money money money 💰
Analysis, catharsis, synthesis of material resources - where is it going, where will it come from & voila finally it’s here. Budget analysis or reviewing an asset you wish to invest in, closing on a source of income, reaping rewards from your skills by getting a income or raise. This is focus on all physical & material resources - money, assets, physical body, food you ingest aka diet, your skills that are yielding income - what’s working what’s not & how to find new solutions to enhance it all. Can we refine our skills, improve our tools that we are using in work, shift our dietary habits, get a useful resource that enhances value of work done. You are closing on a means to make more material resources & yes organising your Budget / balancing that check book (who does that anymore 💁🏻‍♀️) makes you feel less worried & more sure. It adds to your confidence if you know where your next time will come from & go to. So it’s time to gift yourself some peace of mind - refine your finances & skill sets - you might find a good opportunity to make a few bucks or get independent financially if you were hoping to do that. You have great taste so it might be good time to acquire an asset that’s of good quality - no one knows quality better than a Leo! Knowing value of things is a skill set too & a commercially important one!
♍️ #Virgo - All about you 🌕
Happy full moon Virgo - we get one full moon a year & this is yours! What a time, you are surely in focus & this brings your career, life path, your purpose into focus - we go out of balance to get something that gives meaning to life, we go where others don’t dare to go, it’s tough, it looks like a lot of work but where no one can find any solution - A Virgo finds an opportunity, a way, a gainful opportunity - practical, lucrative, materially useful solution with tangible results. What you are finally bringing home - serves others in practical ways as well as makes you feel fulfilled. It’s a good time to detox your diet as well as work on your physical health as your physical body will also come into focus & you will feel a whole lot better bringing this win home when you feel physically in your element as well, the perfectionist that you are. It’s a full moon that’s evolving your life from one chapter of life to another - see what you want to take with you in this next chapter cause you want to go in lighter, more efficient. Life happens when we are out of balance but you want to not proactively carry elements that bring you out of balance - so cut out a few things you know won’t serve you in your next chapter - critically surgically remove a few & bring this home. It’s yours! 🧿
~20° Virgo or ~12 Sept born would feel this full moon strongest - bearing fruits of last 6 months of work - closing on an old chapter of life as they fully transition to a new one!
♎️ #Libra - Healing, regeneration, selfless service, spirituality & hidden hand of support
I do more in my sleep than you do in your waking lifetime - says a Libra this season. Time to do a bit of work behind the scenes as you are getting ready mentally, physically psychologically for your full moon reveal after 7 April when what you have worked on comes to light. Do the detailed work that most people don’t know Libras do when no ones watching - perfect it, detail it, make it more useful. It’s also a great time to heal physically & spiritually through - good sleep, good nutrition, a retreat, selfless service, volunteering, doing things to help others. Being in nature, with pets, using natural herbs or alternative healing can help you rejuvenate & heal. This is a good time when your mind might overactive in sleep - what’s bothering it, are in search of your place in the universe or is it just that meal you ate too late close to sleep (total no no for a Libra sleep) - mental well-being is important so if something is bothering you mentally you will find a solution provided you give yourself time - an active yoga session, a spiritual practice, retreating a bit can give you answers. While your subconscious is active, your angels are active too - they are trying to bring solutions to you - show yourself some care & compassion and take a beat - you will hear them 👼
♏️ #Scorpio - Network, friends, gains, rewards, vision
Time to bring a visionary project home - gains from an investment made over last 6 months or more - on a platform, in a network, a fan base, a financial or physical investment - it’s time for gains & recognition after a long detailed toil. Your vision is you make something of service, of practice usefulness that can help support many but do you have the resources for it - the right connections, the network, the support of business associates, the fan base - it’s time to get what’s needed to make it happen. Ask & it’s given - complain & you possibly won’t gain - that’s just the rules of society and as quickly we can adapt to the rules of the society we function in the easier for us to get things moving. Being surgical, focused, detailed about what’s needed for you to make it happen is the best approach about now. Go detailed, planned into it & get rid of the fluff whats useful what’s not - not every dream is worth the chase. It’s excellent time to bring your network reach to next level to make your vision happen, it might require you to deal with a few critical people but you keep Eye on The goal - you know it’s worth it and it’s best to silence the critics with your work. And don’t go alone - take all the suppprt you need to make it happen - you would need to ask for it - objectively, surgically. Two weeks of focussed work to make a futuristic, higher vision happen - bullseye 🎯
~20° Scorpio or ~12 Nov born benefit most - make it happen Scorpios it’s reward time!
♐️ #Sagittarius - Career, life path !
This is a big one Saggitarians - you are being asked to decide & deliver on the one part or project you decide you will deliver on. You are in focus as is your work & leadership style. Yup Sagittarians take their work very seriously & are one of most detailed oriented leaders - they need to find a problem & fix it and God knows they are good at it. You are organised & meticulous and it’s time to focus it on closing on a job or a project or a business launch. It would feel like critical time when you are in middle of critical life shifts - it might feel like you don’t have time for it all but you are better at it than you think. Read about it, gather information, analyse, present your knowledge, your analysis it’s where you shine - your brilliant problem solving mind. Some jobs or projects have outlived their usefulness in your life - you need a job or project which makes you feel of value, of service, it’s gotto use your brilliant mind, keeping you engaged, using your specialised skill set. Work changes are in cards put your best foot forward - don’t hesitate, it’s a rewarding full moon. Take a critical step forward 🧗
~20° Sagittarius or ~12 Dec born could especially experience a critical career shift
♑️ #Capricorn - work travel, education / teaching, international dealings
Tools for expansion of mind come to pass - a travel, an international dealing, a mentor, a publication of purpose & impact. You are given a chance to present your ideas & plans in details possibly to people of different backgrounds & culture. Great work involving editing, publishing, advertisement comes to focus as you are sharing your higher knowledge & inspiration with others. This is tine for useful adventure if there was any - a trip is taken or a travel of mind is taken by interacting with people of different backgrounds or culture to expand your mind & knowledge - it can be of big help in your career progression or finding your purpose in life. You might be perfecting your publication or work to showcase or feeling very inspired to share your ideas as well as learn from people of different ideology as you. You are open, working hard as usually do but now with a purpose an intention in mind - something has you inspired - an idea, a thought, a mentor, a new spiritual practice that has opened your mind to more possibilities. Share what’s on your mind, go into details, walk them through your mentors, publish in your specialised field, take a course or on job training, use this sense of adventure to take a few bold steps - it will help you go to the next level of career growth. Don’t say no to options 🏄
♒️ #Aquarius - merging talents, earning resources from others, power, turning point!
You are turning a corner - coming out of a situation that looked tough - making value out of what might have looked like a crisis because of staying objective through it all & making use of resources presented to you. You are great in bringing talents together, merging complementary skills & gaining from it. It’s time to analyse the situation & make lemonade out of lemons. Merge talents & resources to create more, earn from sources other than regular income - enhance your earnings through commissions, funding, detailed financing opportunities. Dig deep into your subject of speciality & deliver a tangible output from it which has financial tangible value. It’s A Great time to turn a corner - move away from what’s been holding you back whether you knew that or not but may be something got too small for you or you became bigger than the boundaries you were operating in & it’s time to cut the cord. Good time also to renew your health, do a cleanse, clean your body (colon & liver) & subconcious of toxins - you will feel very empowered to do it & stick with the shifts. Spouse’s income or shared resources can come to focus as well as matters related to tax, inheritance, insurance - you will fix it, deal with it. Helping someone can help you with a problem you might have - it might give you power to transition out of your own situation. If financial matters have been confusing take help of a trusted partner or spouse or dig in deep do some research - it’s a full moon full of solutions - you will find a way 🎢
~20° Aquarius or ~11 Feb born can experience a big shift - your power move!
♓️ #Pisces - Partnership, contract, commitment!
I do! says Pisces after much much deliberation about life & such in past few weeks as a commitment comes to focus - a business or personal contract comes to fruition. Complementary skills of a professional auppprt staff or partner can come to focus as you both figure out how you complete each other or not. Your one on one relationships & client dealings might come to focus as a demanding detailed work might come to focus. It could be fruits of last 6 months of work. But you would be discerning in your partnerships & let the ones that don’t work for you anymore go which could include close friends, support staff, skilled but possibly irksome coworker / consultants/ help staff. It’s time to streamline the ship & land it in a tangible gainful place so as you streamline your contracts you are bound to land at a more gainful place - psychologically & physically as you have given this a lot of thought in last few weeks. A meaningful contract or work or partnership or client deal might come through after much hardwork & pay off handsomely. Stay positive, focussed & release what you know by now doesn’t work as you have enough to work with & for. Draw a line where it needs to be drawn & move forward on the commitments that make sense commercially & partners that complement your skillset - it’s a tandem tango tough to execute but beautiful when immaculately done like now! 👯
~20° Pisces or ~10 Mar born will experience a critical shift in partnerships & contracts
Love & More💫
#dailyhoroscope #horoscopeposts #astrologyposts #ariesmoon #taurusmoon #geminimoon #cancermoon #leomoon #virgomoon #libramoon #scorpiomoon #sagittariusmoon #capricornmoon #aquariusmoon #piscesmoon
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handmadecp · 5 years ago
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Viking Pouch..finished.
Hi Guys, here are the build along pics for the Viking Pouch. Firstly, credit for the Pattern goes to Dark Horse Workshop, he makes great Patterns and shares his knowledge of Leather Crafting gained through years in the Business at reasonable prices, why not drop by Youtube and check out his vids.
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Ok let’s get into it. If you are a beginner you could still make this lovely pouch, if you don’t know how to ‘Saddle stitch’ you can use a ‘Running stitch’ which is as easy as it gets.  from his ETSY shop. Obviously this is a pouch made from a created pattern bought from D.H.W. Using the pattern as shown in this pic’ I drew them out onto a 2mm thick veg tan leather and made the marked holes where required.
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Using the picture on the pattern I first wet / cased the leather, not soaked, just want the water to seep about half way down into the leather, then let it sit for about five mins as you don’t want the paper getting soaked, then using a ‘Stylus’ type tool or a pen without ink in it draw over the pattern until it is on your leather as shown here.
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Next I used a Swivel knife to carve the Lines into the leather, for newbies…it just takes lots of practice but if I can do it most others can.don’t give up.
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Using the swivel knife. (note the nifty wrist strap…another easy project for beginners or more experienced alike. )
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Carving all done ready for tooling.
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The B802 Beveler that I mostly use, I do use some smaller ones if in tight areas but if I find a really too tight area I just leave it, because once all the dying and polishing is done you really wouldn’t know that it wasn’t intentional.
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More cutting with the swivel knife, there are good videos on YTube you can watch to learn how to use these, not difficult really, just takes practice.
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Carving done..lightly dampen the leather again, wait until color is almost back to normal then start tooling. As you tool, there should appear a dark brown line, this is made by the water
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Errm..what can I say..except..practice practice practice..on scrap..before trying it on your expensive pieces of leather.
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Next I did the background with a ‘Stippled’ back ground tool, just my personal choice.
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Back ground finished.
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Next I used a small paint brush to ‘paint’ the dye into all the smaller areas of the design background as seen here, then used a bigger brush and a Dauber to fill the bigger area, I did about three coats to get the shade i wanted, remembering that as I add the resolene later it will go a shade darker still.
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I had to use another small paint brush to put resolene on just the design as a ‘resist’ to the dye that was yet to go on so that it wouldn’t stick to the design, I put two coats on at first letting each coat dry completely before adding the next or else it ‘pulls’ off the previous coating. When those were dry I coated the whole thing in one layer of resolene..again ..let it dry. The used a dark brown Gel antique dye to cover everything then ‘imeadiately’ after applying..get off as much as possible from the design itself…this is what the coats of resist were for….so the design stays bright. Then let the antique dry.
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meanwhile I coated the back with resolene to ‘fix’ the dye so it won’t come off.
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Here I’m adding those layers of resolene.
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Using a sponge when it was time to coat the whole thing in resolene..made it quicker.
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I used dividers to score a line around the edge, then I used a stitch line groover to make a sunken line. In the sunken line I then made the holes for stitching.
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I did the same thing to the back section.
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Here I’m using my burnishing machine to burnish the edges of tall the leather to make them smooth and help seal the edges.
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Using the divider again I scored another stitch line either side of the gusset ready to make the stitch holes.
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Using the stitch hole tool on the gusset. the gusset is a piece of quality Kodiak leather…it’s expensive so you can use anything you find thats soft enough.
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Finally I was ready to put it all together, I started by using a ‘Running’ stitch to attach the gusset to the front section. I wanted a ‘Rolled edge so I face the ‘front’ of the gusset to the ‘front’ section of the pouch, stitched them together by going along one side then back along thr other direction to fill the gaps, tying it off inside when finished. Then, when stitched I bent the leather back over the hard edge..creating the ‘Rolled’ edge look.
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Here I’m stitching the gusset to the front section with a running stitch.
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here you see the result, the Kodiak leather is bent back over the hard edge creating a lovely rolled effect.
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Next, attaching the two belt straps using brass rivets.
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Showing the reverse..of the rivets on the inside.
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Getting there.
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The back is looking better already. I love it when the build comes together.
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Fitting a piece of leather lace through the four holes to createthe ‘closure loop’ I then attached two wooden beads for decoration, tied knots and split the lace ends for effect.
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The Closure Loop.
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Then onto connecting the back section with flap by stitching to the gusset, again..a running stitch.
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Using a Dremel I drilled two holes through a Deer Antler tip to use as a closure with the ‘Loop’. Please don’t hold it like I did I advise you to hold the antler tip in a Vice before drilling.  this was my choice and I do not recommend doing it this way. That said…be prepared for a bad smell..Antler stinks when you drill it.
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Finally, stitch the Antler tip to the front edge of the flap using a strong thread. You want the lace to be just enough to twist over the antler tip..like you would on a coat. the legth of lace is really just incase your pouch is so full you can’t bring the flap low enough. Annnd Voila..one Viking pouch. I had a ball doing this one, I hope I’ve encouraged a few of you to give it a go yourself. the archive at Beginners Journay into leather craft’ is full of other interesting projects and shows my journey into this amazing craft, More to come this year, thanks for following and good luck with your projects, till next time..’Stay Crafty’
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starspatter · 6 years ago
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I'mma be that person and ask you ALL THE QUESTIONS
WELL OKAY THEN1. Show a wip/sketch of something you’ve been recently working on.
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I played through Nier Automata for the first time recently, and really wanted to do a Kagepro crossover given the whole “blindfold aesthetic”.  Thought about making it Ayano and Shintaro, but figured the KanoKido dynamic fits 2B/9S better.  I just need to get around to actually adding Kano in lol.
2. (If possible) show some process pieces/video/gif of [finished art piece].
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Finished version is here.
3. How long does a piece take you to finish on average?
I’m really slow, so just the lineart could take me at least a day, and then coloring could take me days/weeks/months/years.  ¯\_(ツ)_/¯
4. Do you prefer digital or traditional drawing?
I’m growing more accustomed to digital since it’s easier for me to actually finish pieces, though I do miss traditional art.  (I just wish I knew how to sketch without smudging so they don’t look fugly when scanned.)
5. What are your drawing tools?
Photoshop 8.0 mostly, or else a trusty pencil and paper.
6. What’s your favourite thing to draw?
Answered here.
7. What do you like in your art?
See above.
8. Besides drawing tools, what is always near you when you draw?
Uh… My desk is a mess so just general piles of paper and stuff. XP
9. Which art piece are you really proud of? Why?
In terms of recent stuff, the above meido KanColle/FGO pic I finally finished for a friend, since it was my first commission even though it took me two years to complete. >.>;
10. What do you feel when you look back to your art from 1 and 2 years ago
I think I’ve definitely improved stylistically, though I miss when I had more time and motivation to actually try and make detailed backgrounds like here and here.
11. What would you teach/what tips would you give your younger artist self?
Don’t fuss so much over details.  It’s more satisfying to get an idea down so you can at least share it rather than having it sit as an unfinished sketch forever.
12. Which artists inspired and/or influenced you? (Optional bonus: Make a map/collab of some of their art.)
Arina Tanemura (author of Full Moon wo Sagashite), Noizi Ito (The Melancholy of Haruhi Suzumiya novel artist), Shidu/Sidu (main Kagepro PV artist)
13. Are there some colors you prefer using over others?
Not really?  I rarely even get to the coloring stage anyway lol.
14. What have you wanted to draw for a long time but didn’t come around to?
Oh so many things…  One of the biggest projects I had planned was a Kagepro crossover with the Carnival Phantasm ED.  I have all the characters mapped out in my head, it’s just a matter of finding time to do it all since I’m so slow. OTL I only ever got as far as a couple preview sketches (although I also cheated by making a vid using the daze MV).  I am starting to get to the point where I think I could maybe handle it on my own, though I also think it’d be cool if I could make it a collab.  If the series ever does end someday, I’d like to tribute it as a love letter/send-off to the entire franchise, although who knows if that will ever actually happen ha.  Kagepro will never die damnit.
15. Pastel, saturated or desaturated colors?
Pastels are always nice
16. What is one of the best tips you’ve learned?
Smudge tool is great for shading and I wish I’d known about it earlier.  (Still wish there were a better way to color in PS in general though.  Honestly I just try to stick to solid shading when I can now. *shot*)
17. Why do you draw? What made you start drawing?
I draw now to express love for my favorite characters.  I always liked art as a kid, but for a long time I stopped drawing, and Kagepro was what inspired me to pick it back up again.  I would tell myself I was doing it for the characters themselves and it didn’t matter what other people thought, which helped me to not get discouraged.
18. (How much) do you use references?
All the time.  I’m really bad at drawing without a reference. ^^;
19. Draw your favourite character from [fandom] in your clothes right now.Put it in a separate post here. =)
20. What do you do when you have an art block?
Usually reblog drawing memes for random inspiration (although I’m so behind on requests I really shouldn’t x.X).
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glowyves · 7 years ago
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Can you do small introductions on each loona member? Or i mean not all of them if u dont want ik theres like 27 of them but just little descriptions of what u think of em would be cute
a chance? to talk abt the loves of my life? 
heejin: you knwo that friend who like if u fuck around during the school yr and need someone to help u out w notes and getting yourself together bc u know shes always on top of her game? thats heejin. girly is an all rounder tbh she can sing dance and as much as ppl like 2 clown her for her rapping shes really not all that bad. LIKE shes just so versatile. she showed that thru mixnine which lol i didnt watch besides cuts but if u watch her performing on there and then see her performing with loona 1/3 it’s like complete opposites but she manages to shine no matter what like it’s effortless for her. shes such a sweet girl too i really do feel like theres a reason she was picked to go first bc she has such a likeable personality. shes funny, hardworking, humble (but not to the point to where she downplays her worth), and just seems like a real ride or die type of friend
hyunjin: MY BABY i hav such a soft spot for hyunjin and it’s hard not to??? she comes across as a little quiet at first and she acts like she doesnt care but she does u know she does shes not fooling anyone idc how many times shes told yeojin 2 shut up on camera i know she’d be one of the first if not THE first girl 2 be by her side (and any members side) if some shit went down. shes such a determined little thing too and when she has her eyes on something she goes for it no thinking abt it no questions asked she just does what she wants and thats something so impressive for a girl her age to be able to do. i feel like shes the type of person to just sit in the back and watch more than participate bc she doesnt mind if the other girls take the spotlight like shes such a chill, laid-back soul. i aspire to be like her. and shes so fucking funny really it’s almost criminal how hard she makes me laugh. ALSO she has the best reactions it’s a disgrace more than anything that i dont hav a folder of just her making stupid faces
haseul: the absolute love of my life? THE jo haseul?? theres a reason shes the member i latched onto the most at the beginning and ultimately kinda the member that tied me down to loona for good. like i was onboard w them from the get but it’s her that sealed the deal. i dont joke when i say she really is their guardian angel and no matter what u think of her in the comparison to the other girls u cant deny the fact that shes born leader material. she makes the other girls feel good and at-ease yknow. like she was always around vivi in the 1/3 loona tvs and u could tell it was like 2nd nature to her being by her side as vivi navigated her way through a country and language she wasnt all too familiar with. and like w/ yves for another example like yves if all facts check out was only w/ bbc for a three week period before they debuted her so obviously she wasnt familiar with any of the girls which is why she was so awkward at first. but haseul? bless her soul she did all that she could to make her feel at home. and she has such a beautiful voice i feel like not enough ppl praise her for it. also fuck yg for making her feel bad during mixnine she deserves the world and he can suck my big toe
yeojin: miss thang miss thang. what 2 say what 2 say. first things first shes a trooper. shes a baby i mean a lot of them are babies but yeojin is an actual baby baby i almost fainted when i learned how old she is. but despite her age shes so firm yknow. when shes doing things she wants to do them right to the best of her abilities and shes always striving to be better which is so admirable bc for me personally at that age i was a goddamn mess i couldnt be doing and juggling even a third of the shit she does. and shes right next to hyunjin when it comes to making me laugh shes just so loud and full of energy even 2 the point where i get tired watching her and im loud and full of energy but her being loud and being full of energy kicks my being loud and being full of energy in the ass. if any of that made sense. but theres never a dry eye in sight when shes in the room and u can tell shes such a joy 2 be around as much shit as the other girls give her lol i just feel real protective of her bc shes just so full of life and laughter and i just want her to be out here living her best life
vivi: it needs 2 be said that i have such high respect for any kpop idol who’s from another country bc theres just so much thats going against them. miss vivi is away from home away from her comfort space away from her friends and family away from a place where she can speak proficiently and fluently bc shes struggling to learn a new language and?? on top of that shes doing all the other standard idol stuff. thats some tough shit thats some scary shit but she takes it all on with a brave face and an open mind. and being able to slowly watch her build up more confidence in the language and basically everything else has been such an honor. like when im out here on my weak shit feeling sorry for myself i gotta think 2 myself what would miss vivi do? how would miss vivi tackle this? i lov this girl honestly i would die for her she does so much and i feel like not all of it is fully appreciated but she’ll have her moment i know she will and it’ll only be a matter of time before ppl see how amazing she is 
kim lip: giiiiiiiiirl. lip is such a strong person. like in all aspects. shes crazy talented it’s a little scary to think abt how much she’ll grow once they properly debut as a group and she gets more experience bc?? she just has so much going for her. her charisma is off the charts she can easily pull a crowd if her solo being a real big jumping point in spreading the loona name says anything at all. and shes such a good pick for the oec leader she definitely has those vibes like u just cant help but listen to her regardless of whatever bullshit she says and she says a lot of bullshit but do i liv by that bullshit and eat it up like shes spouting out the new testament u can bet ur ass i do. lip is definitely one of those girls that u cant help but be drawn to like u just want 2 be her bff bc once u remove her from the stage she has such girl next door vibes i feel like she’d be the type of girl u see in the club and u make small talk by the bar bc u made eye contact by accident and all of the sudden before u know it youve spent ur whole night w her and u hav her phone number and plans to meet up next week bc shes so friendly 
jinsoul: i make fun of her a lot. but w good reason: shes easy 2 make fun of. shes so quirky but not in the ironic way like shes really quirky and a bit of a walking disaster but it’s charming and she makes it work. even if shes not ur fav? shes still? kinda ur fav? even if u dont know it? if i made a list of some of my fav loona moments i assure u she’d be included in about 80% of it like shes such a staple to the group i really cant imagine her not being w them i mean i cant imagine the group w/o any of them but jinsoul especially. sometimes i watch loona vids knowing good and damn well shes not gonna be in them but i still end up thinking where is jinsoul?? bc not 2 speak for everybody (i will tho) but no one can get enough jinsoul. also her voice? i love it it’s one of my favs in not only loona but kpop in general. both speaking-wise and singing-wise. it’s just so pretty i really did astral project the first time i heard sitr & love letter. true out of body experiences 10/10 would recommend the yelp reviews are in shes 100% worth It. what is the It shes worth? idk but whatever It is .. shes worth It.
choerry: i just want her 2 be my little sister wow. miss yerim really has my heart. truly the embodiment of :) . shes so smily and has such a strong energy u cant help but like her. in every loona tv shes in shes making someone laugh or smile and it’s no coinkidink it’s bc shes really just that much of a ray of sunshine and u cant help but fall for her. give her some time i pledge w my life that once they debut she is going 2 shine on variety shows theres no way she wont. she has such good sense and shes so flexible. and if lcm is anything 2 go by shes able to switch it up and kill different concepts and sounds at the drop of a hat. def one to keep ur eye on bc u just know shes gonna go far in the future theres no way she wont she has all the tools in her arsenal to make it big no problem. does she resemble the annoying orange? yes and i’ll hate kim lip forever for putting that image in my head but that wont stop her shes truly a force to be reckoned with.
yves: my baby! u didnt hear this from me but i lov her a lot. she was kinda just thrown 2 the wolves w/ her three weeks of training i can only imagine how nerve wracking it must’ve been for her. here is an army of girls bbc has as potential loona members whove been training for years/knew the other girls who were already chosen as loona members/have even gone along for the ride with the chosen loona members to film their mvs and yet shes the one who was picked to be added after three weeks of her being w the company. three weeks !!! thats a lot of pressure but despite that she gave us everything she got. she was real nervous in the beginning anyone could tell when u watched her loona tv arc but she got over it and by the time chuu’s arc rolled around she was joking around w/ the others like it was nothing. shes so funny too but in an awkward way. like she doesnt mean to be but she says and does shit that makes u ?? and u cant help but laugh. her gig with marishe? i have never seen anything funnier like that bitch really took 100+ photos all w the same face and w the same three poses if that’s not talent idk what is. and i dont think it’s been confirmed in writing yet but shes gonna be such a good leader for the eden unit i feel it in my bones 
chuu: when i tell u my heart has skipped a beat over this girl. im not saying it 2 be dramatic im deadass. my heart has skipped a beat multiple times watching her whether it be a fancam or a loona tv or even a selfie. i’ve watched that little instagram update of her in her pig onesie more times than i want 2 disclose. her voice???? oh my god im in love with it. shes such a strong singer like STRONG and u can hear that in heart attack and girl’s talk and see saw but if u listen to her covers shes done before being introduced as a member it’s like !!!!! wow. and she makes a lot of noises. like just incoherent sounds and its so cute i could cry. like i dont have the attention span 2 sit and watch a vlive if it’s not subbed … but i’d do it for her just bc i love hearing her talk i love her voice on any and all levels u could love someones voice. and all her little mannerisms are adorable and this could really turn into me typing a whole mla formatted essay on how i find her 2 be one of the cutest girls in the world but i’ll spare u. and ofc shes not just cute like i said before this girl is talented and i cant wait for loona to grow as a group so she can be on bigger and bigger platforms for more and more ppl to hear her sing bc thats just how it should be
gowon: i lov her i lov her i lov her!! i’d do just about anything for this girl if she asked but i feel like regardless of who u are u wouldnt be able to refuse her even if u wanted to. i latch onto every word she says everything she says is gold. shes so giggly and a lot of that giggling is bc she probably feels awkward but it’s still real cute. shes also lowkey highkey gotta mouth on her like she’ll really come for ppls throats if she feels it’s necessary and thats beautiful to me. she doesnt get enough credit but as pretty as she is more attention should be focused on her talents bc she is a talented girl. her vocal tone is high and ‘cute’ but i think it melds so well w/ the other girls’ voices and theres a lot of opportunity there if and when they decide to create new sub-units/have more duet songs. and my girl can dance im tired of ppl overlooking her bc?? her pre-debut vids are a little stiff ye but theres so much potential there shes such a gem and i cant wait for her to grow more bc i know theres so much she could be doing w/ what she has
olivia hye: when she said love myself today let u go today? i felt that
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bambyeol · 7 years ago
Text
Beats.And.Melody (B.A.M!) (final)
pairing/s: band! park jihoon x oc genre : angst, fluff, music (band) characters:  kang daniel, ong seongwoo, kim jaehwan, bae jinyoung, yoon jisung, park woojin, lee daewhi
prompt : why were you crying over a pop rock party song? 
previous (read first!!) : part 1 //  part 2 // part 3
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song inspiration : Letting Go by Day6
“Our next contender is well-known in the Underground, and they have been active for 4 years now practicing a succession system for their band members to keep the band running. This year, they are participating with three new members, and applied for a sub-vocalist after the renowned Son of Music, Kim Jaehwan has undergone a throat surgery. Who is their new vocalist? And will she light our hearts on fire?” The emcee narrated. Jihoon and the other members rolled their eyes.
“It’s a stinking band competition not some drama reality show,” Woojin muttered under his breath, and they all agreed. Jaehwan’s sudden withdrawal and news of Riseul’s application caused several controversies, and theories that the group may have been torn apart and Jaehwan was quitting to pursue higher goals fit for his voice, so they prepared two performances. Riseul would sing for their competition entry and Jaehwan would switch with her for an intermission.
“Let’s give it up for B.A.M!” The emcee shouted at the top of his lungs with varying pitch similar to that of a boxing battle. The spotlight rotated towards the doorway leading to the backstage and they emerged, the crowd immediately cheering upon seeing the band who was popular for their visual members.
Riseul was kept hidden in the middle of the line in between Jihoon and Jinyoung, and she stepped in front to hold the microphone from the mic stand, projecting her performance aura. The audience’s cheers softened as they observed her from head to toe , sizing her and challenging her to deem if she was fit to share the same stage with the boys the female population fantasized about.
But she met them with the same intensity that the boys had in their eyes, and she looked back to her fellow band members with a soft smile to thank them for all the help she has received for that short one month. When she finally faced the audience again, beatified by the confidence, she breathe out to greet them.
“1,2,3 !” She timed for the other members to join in. “ We’re B.A.M! Bul ane maeum (Heart on Fire) - ready to set your heart on fire.” She pointed her index finger to mimic a gun and shot to a member of the audience. The audience raved upon hearing the band tagline after a year again. The band members reserved the tagline for special occasions only since they were frequent performers of the Underground. Seongwoo explained that tirelessly repeating the tagline would make it lose its value and excitement.
All the lights turned off, and the audience became silent like all their other performances. Seongwoo raised his drumsticks to signal them, and on the final tack, Woojin strum on his bass. Jinyoung, Seongwoo and Riseul harmonized for the opening and the audience reacted to the cleanliness of their harmony.
Slowly, the lights began to switch on, their brightness modulated to fit the mood of the slow rock they were performing. Her hands trembled, and she looked afar as if she was talking to Youngchul. The words she wanted Youngchul to hear the most, and the words she needed to hear. She cannot run away anymore.
Her voice broke into tenderness and melancholy as she strummed the guitar with carefulness and lightness. The first verse was her solo, from singing to playing the guitar. The hairs from their arms rose as her voice touched their ears, and everyone was filled with a sense of nostalgia and ache.
“I got something to say, let’s meet up. Now we sit silently - facing each other. I keep thinking in my head. Should I say this or not
Although I don’t want to - ” she raised her voice to reach the notes of the final line, and the audience covered their mouths to hide their awe and to keep themselves from breaking the solemnity by cheering.
She continued to sing, and Woojin and Jihoon finally strummed their guitar. The three of them jibed in for a fuller sound.
“I’d been holding on to you for so long But now I must let go There’s nothing I can do for you It’s the only way to make you happy So I let go, let go, let go
So you can smile again – ” after that line, Jinyoung showcased his keyboarding of the high notes on a mini solo part before Jihoon and Riseul sang together. “So you can be happy -”
A stray tear landed on her cheeks, and the emotions were beginning to eat her. Her mind and heart kept on shouting for Youngchul. She bit her lip and wiped the tear before holding on to the guitar again. Jihoon moved closer to her and mouthed off something she didn’t understand, but knew were words of comfort.
On their nineteenth birthday, Youngchul was scheduled to have a heart transplant, and they waited for a donor. She didn’t tell him that she filled up her college application form and career form to that of ‘cardiac surgeon’ mainly because they were running out of time.
She wanted to fit 15 years into 15 days. That was the first time in her life she wished that she was older than Youngchul. Much much older than him, so maybe they would have crossed paths on that hospital, not as a sick patient and girlfriend but as patient and doctor.
“Can you teach me how to play happy birthday on the guitar?” Riseul carried the guitar to his bed, and he pointed to the chords and separately taught her the strumming. Needless to say, she failed miserably, and the 1 minute song took 5 minutes to play. He took the guitar from her and played, adding his own style and advance techniques to boast of his skills.
“Happy birthday to you ~ Happy birthday to you ~” he started and she sang along. “Happy birthday dear Riseul ~” he sang while she, “Happy birthday dear Youngchul~”
“Happy birthday to us.” They finished together.
Their last birthday together.
The second verse began and played with more instruments, starting off with Seongwoo’s drumming, and Jinyoung fully joining to provide a soft, high sound from his keyboard. Woojin’s bass produced a vibration that reverberated inside the small venue. The audience cannot take their eyes away from them, fully immersed in the brand new concept they showcased.
“I remember our good times The days of laughter and fun Memories ever so precious fill up inside me Although I don’t want to –”
Riseul resumed to sing the chorus again, the stage lights finally fully illuminated to reveal the tears falling from her eyes. Seongwoo fastened the beat of the drums and hardened his hold on the sticks. The strength of the performance reaching its climax as they played louder. She let go of the guitar, and held the microphone fully, bringing it close to her lips.
“I’d been holding on to you for so long But now I must let go There’s nothing I can do for you It’s the only way to make you happy So I let go, let go, let go”
“Holding on to you Will do you no good I know so I struggle to get you out The times we had together, our dear memories So I let go, let go, let go So you can smile again.”
She let go of the microphone and bent her head down to pick up the guitar as Woojin removed his microphone from the mic stand with coolness and his lips curled as the audience swooned, and shouted when he rapped.
“Ah let go, let go The bright future we sought out together I know, I know, we can no longer wish for a happy ending Like the land that hardens after the rain Pain is only temporary, someday you will meet Someone who can make you happier That’s the kind of love you deserve I got to say goodbye right now - ”
Riseul sang the chorus again while the others harmonized for a high pitch, and all the instruments stopped from playing before Seongwoo drummed again and like a bam the instruments chorused like fire heating up the whole venue.
They ended the song by dividing the last chorus for the different members, and she picked up the last line while Jinyoung played the keyboard without other instruments.
“So I let go …
So you can smile someday”
Jinyoung ended the song by a keyboard solo of a slowed-down tempo of the final line, and she closed her eyes,shutting off all the cheers that came after their performance.
“We’ll always be together,” Youngchul beamed when they were 10 years old. She pouted and looked on the ground again, kicking the dirt on the soil. After contemplating for a minute, she looked up, and found Youngchul with his pinky raised.
“Promise?” She asked - dubious. He nodded and they interlaced their pinkies.
“Promise.”
(please listen and watch this vid ! this is how the performance went and sounded like !!!) 
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The audience beamed and thunderous claps filled the hall until one suddenly started, “ Encore !” And from one, to two, to a group until the whole crowd was chanting for them to perform an encore. They were all shocked by the response of the audience, and she covered her mouth, and they all bowed and waved off as they entered the backstage again for a quick rest before the band, with Jaehwan would perform for an intermission.
Upon entering the backstage, Jihoon tackled her for a hug. “We did it! We did it!” He hugged and told over her ear. The other guys joined until she had a hard time to breath and they were all laughing. Tears couldn’t stop flowing from her eyes, but now they were of happiness. Funny how Jihoon’s wish got granted. The others began moving out of the backstage again, and Jihoon stared at her with a smile.
He cupped her face, leaned close and kissed her as he laughed. They were at the height of euphoria, so that was why she kissed him back until their breaths fell short and they pulled away from each other. He tucked the stray hair behind her ear, and wiped the tears off her face through his sleeves.
And it only registered that they kissed when he walked off after patting her head. She stood like an idiot for a minute or so until a text from Daniel brought her back to reality. Quickly, she left the backstage and left the venue and met Daniel by the arched bike parking area.
He sat on one curved metal pole that served as parking for bikes, and waved at her with his crescent eyes and wide smile. “Oppa!” She ran to him, hugging her, and they sat side by side on that uncomfortable metal pole.
“You were amazing back there,” Daniel started, and brought out his phone to play a clip of her. She pushed him off because of embarrassment. They looked up at the night sky, and Daniel tried to hum the melody of the song. “I’m sure he listened well. He played the guitar for you after all” As he tried to piece different patterns from the stars.
She swayed her feet. “That’s why you were so worried about me, right? You knew I was stuck in the past.” Daniel nodded.
“Riseul, it’s okay to forget and continue with your life.” She frowned and shook her head, leaning it on his shoulder. “I won’t forget. There’s no way I’ll forget the 19 years I spent with Youngchul, oppa. But, like how his guitar strummed new melodies, so will I . I won’t lock myself up in those memories anymore, but every once in a while I’ll remember them and look back at them.” She smiled, firmness visible on her eyes.
Daniel leaned back and raised his arms and placed them on his nape. “Aigoo. Look at you acting like a grown-up. ” He teased her and hung his arm on her shoulder.
“Oppa, I think I like someone new now.” She smiled softly and Daniel nodded knowingly. 
“It’s that guitar boy, right?” He asked referring to Jihoon, and Riseul’s eyes widened and she blushed. He wriggled his eyebrows when he saw that his guess was correct. “He kept looking at you during the performance. You’re really still a kid.” He ruffled her hair playfully and she pinched his cheeks in annoyance. When the two have gotten tired, Daniel glanced at his cellphone and saw how late it was.
“You still have work, right?” Riseul asked, and Daniel nodded. He flicked her forehead, and couldn’t resist on pinching her cheeks until they were red. He turned around and walked for a bit. Riseul shouted over the distance, “Oppa ! I’ll see you again!” She waved off excitedly and headed towards the staircase.
Upon entering the darkness of the stairs, she felt her body bump into someone. Her eyes adjusted to the darkness and she saw that it was Jihoon. “You were not in the backstage, so I thought..” He reasoned. “Oh. Sorry. I was just talking to someone. Let’s go?” She led the way and didn’t notice the frown that built up on Jihoon’s face after witnessing everything.
Everything settled down after 3 weeks since the performance. Apparently, it spread throughout their whole school that Riseul performed with the three most popular boys of the school after their performance went viral on the internet. So for three whole weeks, whenever the four of them walked together, there were curious glances from the students, requests for autograph and hopes that Riseul would perform with the band again.
The Underground became more popular, and it closed down after the owner deemed that the place should be renovated to fit more people, so they were all stuck in just playing in the practice room. Jaehwan wanted her to join the band as the second vocalist, and he became inspired to create songs that fit her style. 
There was so much happening that she didn’t know if that was why it seemed like the kiss between her and Jihoon never happened.
Maybe she was just dreaming it up. Right, she was too happy that day too, so it wasn’t strange if she hallucinated for a bit. She sat by the music room, a place that has become their hangout place now, and strummed playfully on the guitar as she found her fingers reaching for the chords of happy birthday. She didn’t know why she didn’t play that for Youngchul during his birthday, and why she wanted to show her progress on the song.
“Happy birthday, to you ~” she whispered. “Happy birthday to you ~ ” her fingers switched chords. “Happy birthday dear Youngchul ~ ” the door of the music room opened and Jihoon entered with Woojin and Jinyoung. “Happy birthday to you ~”
“Who’s Youngchul?” Jinyoung innocently asked, and she raised her eyebrows. “You were listening to me?”
“Not my idea,” Woojin raised his hands defensively and pointed to Jihoon who averted Riseul’s eyes. She plopped the guitar on the bag and shrugged. “He’s a friend.”
“Just a friend?” Jinyoung probed, and Jihoon jabbed him with his elbow. He reached for his stomach and plopped on the floor in pain. Riseul laughed and upon seeing the calendar hung on the wall across her, she was reminded about the upcoming event that weekend.
“Jihoon?” She asked and he turned his head towards her.
“Do you have something to do on Saturday?”
Days passed until it was already Saturday, and Jihoon paced back in forth inside his house checking for the nth time his outfit. He looked. Okay? Good? Handsome? He didn’t know. The man who was with Riseul during the competition looked older, and more dependable and more handsome than him so he didn’t know how he fared. His phone was getting blown up by the number of notifications from the old group chat of the band . They created a new one for Riseul and the old group chat died down until today when Jihoon sent a picture of himself.
“You’re crazy.” Woojin replied.
“That’s so funny! I’ll never delete this pic hehehe” Jinyoung sent and began editing Jihoon’s picture.
“Very memorable first date („ಡωಡ„)” Seongwoo commented, and Jihoon immediately replied back.
“It’s not a date!”
They all sent memes, and continued teasing him until he decided to mute the chat box, and face that day. It wasn’t a date, after all, Riseul told her that she wanted him to meet someone. Most probably that man who was with Riseul during the competition. He sighed, and fixed his hair again before grabbing his bag and commuting to the cafe where they agreed to meet up.
Daniel bubbled his iced tea, and Riseul shot him a judging look. How can a 22 year old still bubble their drinks? They sat beside the glass pane to better see when Jihoon would arrive, and when someone passed by, her head did a double sweep and blinked.
That wasn’t Jihoon right?
The bell jiggled, and she looked at the door.
It was Jihoon. She spurted the cola she was drinking to Daniel and coughed. There was Jihoon with a ridiculously light pink hair,and Daniel’s did not back down with his own shade of pink.
He immediately found them, and he waved when he noticed her, but there was a sharp gaze that suddenly descended on his eyes upon seeing Daniel. Nevertheless, Jihoon maintained his civil front. Jihoon sat beside her, and Riseul closed her eyes upon noticing that the attention of the customers in the restaurant was upon them.
Cotton candy and friend.
She already felt the embarrassment being seen between two men with cotton candy coloured hair,and she buried her face on her hands abruptly standing up. The two stood up to follow her but she stretched her hands between them,and pointed at both of them. “I am not going to be walking in between two guys with ridiculously pink hair.” She threatened, and Daniel laughed as he ruffled his own hair.
But Riseul couldn’t do anything about it, so she walked around the shopping district of Seoul in between Jihoon and Daniel with a few passerby turning their head when they pass by. She didn’t miss how one girl pointed at them to her friends and mouthed how cute they were.
She sighed and dragged them to one store and bought the two of them black caps to partially cover their hair. Daniel complained about how it would ruin his hair, but Riseul glared at him to wear it. Jihoon continued testing the atmosphere.
Daniel and Riseul didn’t hold hands, but Jihoon didn’t miss how caring Daniel was for her. How he took the guitar bag from Riseul, and she didn’t complain about it. His eyes twitched, but he told himself that he should not jump into conclusions although he has long jumped into one.
“Where are we going?” He asked Riseul as they boarded the train.
“Busan.” She replied, and his eyes widened.
“I think it’s time that you meet him.”
They stepped foot on a cemetery and Jihoon looked around as he followed Riseul and Daniel. They bought the flowers in Seoul, and incense upon reaching Busan. The afternoon breeze made the trees rustle. Riseul clipped her hair back as she found Youngchul’s grave.
Kang Youngchul, the grave read. The same Youngchul that they asked about. His eyes moved towards the birth date. Same birthday as Riseul. Daniel sat on the grass and greeted first.
“Youngchul. Yo,” he laughed and sniffed. “Your brother’s here. It’s only been less than a month since I last visited so maybe you’re already tired of my face. I’m sure you’re never tired of Riseul’s face, but that aside. We’re doing okay. Mom is taking care of Rooney and Peter. Rooney misses you, but she’s getting closer to me. You always sucked at taking care of her so it always seemed like I both own them. I’m running out of things to say, but can you tell God that I want to meet my girlfriend soon? Riseul keeps on telling me to go find a girlfriend and stop bugging her and worrying about her…” he continued to talk to Youngchul and Riseul stepped closer to Jihoon, still looking at Youngchul’s grave.
Well that was one problem out of Jihoon’s bag. Soon, Riseul stepped forward and began to talk to Youngchul. “Hey,” she breathed softly. “I wanted you to meet someone,” she turned her head to Jihoon, and Daniel pushed him to walk towards her. He crouched down and awkwardly waved on his grave. He wasn’t given the memo on this.
“He’s better than you in guitar,” she laughed. “I learned so much from him in almost three months, and I hope you were listening to me during the competition. I cried my eyes out there, Youngchul. You kept on telling me you’ll compose a song but you didn’t get to. Daniel oppa told me that you played the guitar for me. What’s with that?” She wiped the tears from her eyes.
“You should have told me earlier, yah ! I would have gladly sung with you, and you wouldn’t have to bribe me every time. Also! Remember, B.A.M? That one band you often gushed to me about while we were in Seoul? Guess who became their vocalist?” She pointed to herself. “They’re really the greatest.” She glanced to Jihoon, and smiled. “They’re fun, and though they have so many rituals, I’m up to memorize them. This guy here is Jihoon, and he’s the guitarist of B.A.M now. I think you’d be good friends if you guys met earlier.. ” She said slowly and lovingly. Jihoon patted her back and she motioned for him to speak.
“Youngchul-ah. It’s weird. They didn’t tell me anything about this, but it’s nice to meet you. I’m Park Jihoon. 19 years old. Zodiac sign Gemini. I like to eat lots of food. I became the guitarist of BAM last year, and three weeks ago I participated in my first ever competition. My hands were shaking crazy that time, and Riseul was crying so hard, she was ugly. But now that I know why she was crying that day, and the other times I’ve seen her cry. Please let me take care of her,” he bowed his head and Daniel whistled with Jihoon’s declaration.
Riseul stared at him, eyes wide with what she heard. “I really like her a lot. And I promise I wouldn’t make her cry. Only tears of joy! And I’ll share to her that stage you loved so much,” he raised his right hand as a pledge. “I’m sure you’ll remember my face because I dyed my hair to pink. I hope to talk to you again. Please continue watching Riseul in Heaven.” And he bowed and clasped his hands together so that they could all pray.
Daniel chose to return home, but Riseul told him that she can’t because she had school that Monday. That day, Daniel didn’t push to send Riseul home and he looked at Jihoon instead. “ Hey man, take care of her okay? I’m always watching,” he stretched his index and middle finger to his eyes then to Jihoon’s to jokingly threaten him.
“Don’t be childish. You’re already 22,” Riseul pushed him away, and they boarded the train. It was already night time when they returned to Seoul, and Jihoon insisted on sending Riseul home. They didn’t touch the topic of Jihoon’s declaration on the train. Instead, Riseul told him about Youngchul.
“He was a crybaby back then, but he always acted like he was the bravest out of them all. Youngchul really took the meaning of his name seriously,” she laughed as she narrated the story of their childhood .
He couldn’t help but feel envy towards him. The perfectness of the two to each other, he felt it through her stories, but at the same time he was thankful that he met Riseul through him. And he was determined to keep his promise to Youngchul. 
Riseul stood there waiting for him in front of her doorstep.
“Did you dye your hair because of Daniel oppa?” She asked, suppressing a grin. He pouts as she ruffled it. “You mistook him as my boyfriend, didn’t you?” Why was she good at guessing? He nodded and she laughed.
“You were chummy with him. You even let him carry your guitar. He casually touched you during the competition. I was really jealous back then.” He explained like a lost child.
“Says the guy who acted normal after he kissed me,” she retorted. “Then he would just proclaim something like that without notifying me. You’re very confusing.”
He looked at her with panicked expression, and shook his head. “I’m not! I mean…”
She returned his gaze expectantly. 
“Can I carry your guitar?” He stuttered, and she broke into another laughter. “That’s it? Sure, Jihoon. Here’s my guitar,” she unstrapped it and handed it to Jihoon who face palmed at his awkwardness. He calmed himself and Riseul giggled upon seeing the new side of Jihoon. 
It wasn’t the guitar nor was it the pink hair that Jihoon wanted to have. Jihoon took a heavy breath, his ears slowly turning red, heart shifting from his steady and rhythmic beat to that of erratic and thunderous beats. 
It wasn’t the most musically pleasing beat, but his heart beat played a melody that proved his love. 
“Will you be my girlfriend?”
wanna one  masterlist
a/n : I didn’t want to let this fanfic even finish, but now it’s already over. I really wanted to write wanna one members as band members ever since this photoshoot where they held music instruments, and then came Day6 and I was like, “THERE”S NO WAY IM NOT GONNA DEVELOP THIS PLOT AND PUBLISH IT” . Now, here we are, and it’s been another journey. 
I hope you all enjoyed this, and I’m off to write a few more fics for you guys ! Leave a feedback below or message me or something so we can all share in the feels T_T 
B.A.M now disbanding ;;-;; 
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attract-mode-collective · 7 years ago
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Back When YouTube Superstardom Simply Required A Giant Earthbound Cartridge Costume
So yeah, Christmas is here, which also means that New Year is just around the corner… thank God.
Considering how have happy memories from the year 2017 is so few and far between, how about one from 2007? Back when being a viral sensation on YouTube simply involved rapping in the middle of a parking lot, while dressed upon as an Earthbound cart.
Ah, such innocent times. How they are sorely missed.
Back to the here and now; this particular holiday is all about coming together, even if it means putting aside our differences, with the hope that some form of common ground can be found. Which in turn may become a basis of a long-lasting relationship.
That’s basically the message I get from this old Rez ad, circa 2001; the PS2 version was their first third party release (via shmups)…
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Speaking of the Dreamcast; that recently posted concept video for a third Jet Set Radio that never materialized has gotten me to revisit the original (via kazucrash)…
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Here’s a JSR illustration that’s totally new to me (and I’d like that I’ve seen every last bit of officially imagery, though I will admit that I haven’t dug as a deep a hole as I have for Gradius; via sixteen-bit), so perhaps it’s new to you as well?
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Another game that deep dives into Japanese urban youth culture is The World Ends With You, and syncopatedid tried doing a side-by-side comparison of the in-game locales with their IRL counterparts not long after the release. There was a two year difference, so not that much had changed…
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Meanwhile, in Russia, fgsshinyhoard explains: “Samus Aran amiibos can open the ticket barriers of Moscow Vyacheslav train station, without needing a ticket. This is due to an oddly specific RFID in the amiibo that just syncs up correctly enough to the train station’s own reader…”
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Though back to the streets of Japan… well, more like the rooftops… and back to the Dreamcast; here we have my fave part of Project Justice (via kazucrash once again)…
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Meanwhile, in another high school, a whole other battle is about to take place (via lunaticobscurity)…
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Seriously, there is no better mix than Japanese video games and Japanese high school girls, both circa the 80s (via charliecoffin)…
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Last time we saw the now iconic Super Famicom box art reemerge as a sweatshirt from King of Games, though you can apparently purchase a few Ronnie Araya’s designs, which applies the same approach toward a variety of other hardware, on shirts as well…
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On a related note, here’s what the Super Famicom looks like, x-rayed (via tvgame)…
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And here’s an inside look at the instruction for T&C Surf Designs: Wood & Water Rage (via thevideogameartarchive)...
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Sticking with sports, I wonder what the rejected shots of these two English football players, getting chummy with a Game Gear, looks like (via sonicthehedgeblog)…
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I too would like to say congratulations to Dr. Robotnik (that’s actually a pic of “Britain’s most notorious prisoner”, Charles Bronson, who just got married; via saintdane05)…
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And here’s Dr. Eggman trying to slim down before his wedding day, btw (via muffin-expert)…
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Back to the Dreamcast once more; I for one could not have been more disappointed with its version of KOF 99, due to its polygonal backgrounds. Cuz but as kazucrash demonstrates (oddly enough, given his super positive portrayal of the DC), the sprite work was positively insane…
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Before King of Fighters, there was Fatal Fury Special, and this bit of nuttiness (via rhade-zapan)…
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Sticking with fighting games, thewaragainstgiygas presents a #OnePerfectShot of Ready Player One…
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Apparently Godzilla has hit boxes, at least according to hitboxesonstockimages…
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In response to this picture that was hung sideways in McDoanlads...
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... we have the following response from hinaofficial…
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The following is a perfect example of why gamingtranscribed is my new fave tumblr…
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I will never grow tired of this sight gag (via bluephobos)…
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Courtesy of videogamesdensetsu comes a curious example of a fake game preceding a very real thing. Which in this case, is the concept of super deformed Street Fighters going at it…
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Meanwhile, oldgamemags recently posted a letter that appeared in the pages of Electronic Gaming Monthly that I can clearly recollect…
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Speaking of Pikachu (via haebane)…
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Another fave blog of mine is dedicated to the town of Scarfolk, in North West England, and I could not have been happier to see video games make an appearance earlier this year…
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At the end of the day, when all is said and done, no matter how cute the denizens of Animal Crossing might be, they are still filthy animals (via hellomathieu)…
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Whereas Kat from Gravity Rush manages to make her dwelling, which is down in the filthy sewer, not only clean & tidy, but also cosy & appealing (as evayoblog also notes)…
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If the following gif from prostheticknowledge doesn’t convince you to contribute to their Patreon, then I don’t know what else to say…
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You know, it just dawned on me that the Super Fami driven cover of Last Christmas that I posted… well, last Christmas… was published the day before George Michaels’s death…
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Which ride do you prefer? This super deluxe Ridge Racer set-up (via peazy86)…
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Or this truck with the Legend of Zelda inspired paint job plus mud flaps (via retrogamerblog)…
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So yeah, I never really gave Final Fantasy 7 much of fair shake. Was never all that interested to be honest. That was, until I saw these gifs (via ethernalium)…
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I will never pass the opportunity to post video game related Archie image (via arcadezen)…
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2017 will always be the year that finally gave us a Goemon & Ebisumaru X Beavis & Butt-Head (via midnitesurprise)…
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Time for yet another friendly reminder to jump on that Fire Pro train if you haven’t done so already (via shadgandel)…
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And time for yet another friendly reminder of bat-sh*t bonkers professional wrestling was during the late 90s (via n64thstreet)…
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It may not play nearly as well as the games it helped to pave the way for, yet the importance of Pro Wrestling for the Famicom cannot be overstated. At least its commercial has aged like fine wine (via charliecoffin yet again)…
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And back to shmups; this holiday season I made a bunch of RetroPies for a client, so he could give them away as Christmas presents (since SNES Classics are still in short supply). And the one game I try out first is MUSHA…
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Though I will also play some other game at random, which is how I recently came across Majyūō: King of Demons. It’s definitely recommended (via bizarrobrain)…
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titleknown asks: “So, FromSoftware Muppet game when?”
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As part of my continued effort to play something Christmas related this time of year, something other than Christmas NiGHTS, I finally have something new! And yes, am late to the Boogie Wings party, but I guess that’s what I get for not following games-are-art closely…
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For those of you reading this who are still in the midst of holiday travel, I have to ask: see anything comparable this (via geekybasket)?
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If you happened to get a Wacom tablet this year, and you also have a copy of Okami HD, a FYI (via goldenserker)…
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Now, if you didn’t get what you wanted, you can always hunt whatever down on eBay, Though I recommend Japanese sellers only; aside from the fact that their used games are on par with factory fresh here in the US, they’e also super friendly and will often include handwritten notes plus other goodies (via tangobunny)…
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But if you do get something, and I’m talking about a game that’s on a cartridge, I would recommend not blowing on it. Unless you live in a post nuclear wasteland, where there’s sand everywhere, like in the world of Hokuto no Ken/Fist of the North Star (via charliecoffin one last time)…
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And if you happened to have gotten every game you wanted, great! Just don’t over do it (via relatablepicturesoflisasimpson)…
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I began this post with an Earthbound/Mother related vid, and I may as well end with one as well. Take it away SilvaGunner…
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[UPDATE: 12/25/17] Alright, it’s 11:15PM EST, which means less than an hour to go before Xmas ‘17 is finally done & over with. But this other SiIvaGunner Christmas medley is simply too damn good to sit on till Xmas ‘18…
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Don’t forget: Attract Mode is now on Medium! There you can subscribe to keep up to date, as well as enjoy some “best of” content you might have missed the first time around, plus be spared of the technical issues that’s starting to overtake Tumblr.
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nopantsfriday · 8 years ago
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What I’m Working On...
Tagged by @vir-ghilani if she says everyone bet your buttons I’m hitching my wagon to it
Rules: List all the things you’re currently working on in as much or little detail as you’d like, then tag some friends to see what they’re working on. This can be writing, art, vids, gifsets, whatever…
Art
So I have a couple projects outside of my school work that I’ve been working on. Mostly Dragon Age and Mass Effect stuff because I’m a nerd and I hyper fixate on things. I’m actually working on finishing these up so I can focus on more original stuff. But I will be making the shift no matter what after this summer. So some of my top projects are:
“Var Lath Vir Suledin” - It's a Solavellan piece that is sort of coming out of the thumbnail phase and moving toward lineart and color planning.
“Elven Antics” - A comic I’ve been stuck on since some time last year, it keeps getting pushed to the side for school work and because it's the most demanding thing when it comes to my hands. I mean backgrounds, Orlesian fashion, armor, so many characters, and nugs. Since its been a project of long standing its evolved into being more detailed than I originally planned. Hopefully I can work on this with more focus during my break that is coming up.
“Red Lioness” - It's a portrait piece for Isala. Its another side project that’s been sitting in the queue. It’s still in the planning phase, outfits, style, and research has stalled this. It’s my sort of experimental piece that is moving slowly but I’m okay with that.
“Boys In Blue” - It’s a piece that I want to use as the banner for my Mass Effect blog. It’s Garrus and Jaal in a sort of Noir Detective AU. I’m focusing on sort of monochromatic color scheme for this, blues, the only other color would be Jaal in his purple beauty.
Creature Concept art for a project I’m doing with some friends.
“Fallen Daugher” - My original story and comic, I’m finishing up some character designs and the script. This is a project that I have a long history with and I’m trying to shake off the desire for utter perfection and just really get it rolling now that the story is more solidified.
Writing
“The Chronicles of Inquisitor Lavellan” (COIL) - It’s Isala’s story that’s come to a complete standstill and been on a prolonged hiatus due to school and my art projects.
“Fistcourse” - Another writing project that got put on hold. This one was inspired by @vir-ghilani and I’m horrified how long it's been since I started it and it fell into hiatus. I’ve started on it again and now I’m fixing a few things before I continue onto the next chapter.
“Swans of Thedas” - This is a project that I’m drooling over doing and hasn’t escaped the draft phase mostly because of all the projects above and school. I don’t really want to sink my teeth into it quite yet until I’m further into COIL and have checked off more of these projects but I go to it every now and again when I send things to betas, or am taking a break from drawing for my hands.
My clan metas for Revassan, Shalelan, and Lavellan - these are personal things. Mostly for exploring the two clans I made for Isala’s story. They’re two wholly different clans with different morals, ideology, and inclusion in the Dalish community. I’m almost done with these because I have most of Revassan’s written back from my winter break but am polishing it up before posting it in one master post.
I give myself a large project list and sleep when I pass out. I’m happy this way. Though sometimes it feels like I get inspired to add another thing so my idea notebook/sticky note corner is constantly being added too. But that’s okay. As long as I finish things.
tagging @mishikaiya @nicoledraws and anyone else who wants to do this
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ellebeebee · 8 years ago
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2.537
Part One/Nine
Phrixus Jaril, 13, moves to the Citadel at a delicate age: namely, the peak of his teenage angst. He doesn't expect much from these rich Citadel kids. But then he meets the Ryder twins, and all their friends, and realizes that he may have been a wee bit wrong about things. His relationship with Mira Ryder evolves over the years, and he never expected things to end up the way they did.
4021 words, female ryder|sara/original male turian character, teen rating
AO3
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“Phrixus.”
He stuck his head out of his door. “What?”
“C’mere for a sec.”
His mothers were unpacking in the living room and kitchen, one unwrapping dishes at the bar and the other sitting cross-legged on the new couch, a forgotten box beside her and a datapad out.  Workaholic.  But that certain spot behind his crest started to itch when he saw the way they were carefully not looking at each other, their mandibles too perfectly composed.
“What?” Phrixus stated.
“What,” Domera mimicked, putting away a glass. “Don’t be such a thirteen-year-old boy.”
“I am--” he stopped.  Abruptly turned back the way he came. “I’m not getting sucked into this.”
“Hold up!” Domera ordered.
Phrixus stopped.  In the living room, Calix was studiously scrolling through her datapad.  The old prefab house on Niiet way outstripped this apartment in size; the old living room could have held the new one and the kitchen and the single bathroom.  If they really worked at (and they probably would), his mothers could smooch stretching from the couch over to the bar counter.
Domera chuckled. “Good.  Now, we have something to tell you.”
“‘Kaaaaay,” Phrixus said warily.
In the corner of his eye, Calix’s mandibles twitched.
“We’re pregnant!” Domera all but shouted gleefully.
“What,” Phrixus said.
“Isn’t it great?  You’ll be a big brother, you can change diapers, clean up puke--”
“Eaugh, spirits, Mom,” he groaned, his subvocals dipping to the pitch on ‘Mom’ meant for Domera alone. “One, disgusting.  Two, you’re just screwing with me.”
Domera cackled. “Guilty.  But listen-- aren’t you relieved now?  Makes the move seem like a cakewalk.”
“Yeah, it could always be worse,” Phrixus drawled, rolling his eyes.
“Oh, don’t be like that.  Look, at worst it’ll--”
“--Only be two years until bootcamp,” he finished for her. “Yeah, I know.”
She shook her head, chuckling. “Okay, okay.  We get it.  You and your teenager-iness are impervious to consolation.  Go on, then.  You’re released from our cruelties.”
“Thanks,” he stated flatly, mandibles twitching.
As he retreated to his room (all of a few yards from the main room), Domera, with her voice rising with amusement, said to Calix, “Did you see his face?”
“I know!”
“He goes-- he goes, ‘Eaugh, spirits, Mom!’”
The two of them shrieked with laughter.
Hilarious.
-
Later, when he was down range, watched by the sarges and their overbearing expectations, or when he was surviving the interminable numbness of trench boredom with the occasional furor of a firefight-- later, he wouldn’t be able to picture the face or name of the salarian the teacher sat him next to in chemistry.  Didn’t matter really; the salarians were always coming and going.  Give them a month, and suddenly, oooh, I’m too wise and smart and sooo much older than you to associate with you children.  The asari had the opposite problem.  Always there but never growing up.
Anyway.  Years later, he could never quite place his lab partner, but he would always remember when he sat down and the girl in front of him swiveled to inspect him.  And those clan markings.  He would recognize them anywhere; any turian worth his salt would.  A Quentius.  That girl was a Quentius.  And that was when he knew he was way out of his depth.
After her deliberate perusal, the Quentius girl turned back around in her seat and whispered something to the female human beside her, her hand coming up to hide her mandibles from his view.  And as he glanced around, Phrixus recognized nearly all the flashes of clan markings around the room.  Ambassadors, generals, governors, presidents.  These kids were from the top of the Hierarchy.
And here he was, just Phrixus Jaril.  Just a nobody from some backwater colony.  Yeah, Calix had just been assigned as the colony rep to the Citadel, but she was literally the first ever in her office.  Until last year, Niiet had just been an outpost and only barely met the criteria to upgrade to colony status.  The Hierarchy wasn’t supposed to be like that of course; nepotistic or whatever.  You were accountable for yourself, and your actions would earn your position.  But everyone knew better.
It wasn’t that much of a coincidence that certain clans bred excellence.
In front of him, the Quentius girl and the human were whispering.  He caught the human’s eye over her shoulder.  She whipped back around and elbowed the Quentius girl when she giggled.  He could count on his hands the number of humans he’d met.  And all of them had been adults.
Students were still filing in, and Phrixus looked up when a salarian paused in the aisle between the tables.  She-- Bavak, that was it-- sat down beside him and introduced herself.  In front of him, her stool squealed as Quentius swiveled fully to face them.
“Bavak, introduce us,” she commanded.  The human looked at them, too.
Her nostrils and eyelids fluttering, Bavak stared between them all. “How about some manners?”
Quentius’s mandibles flicked. “Whatever.  Don’t be such a salarian.”
“Yes, ma’am, Capt’n Turian Commander ma’am,” Bavak said, high-pitched. “Phrixus Jaril, this is Aela Quentius.  She sucks.  Stay away from her.”
Aela Quentius made a rude gesture with her digits and mandibles.
“And Mira Ryder.  She’s okay,” Bavak added.
The human made a little wave, sparing a smile for Bavak.  He’d thought he’d been ready to pull out the whole, ‘What the hell do they know’ against these people and their thinking that he was some hick.  But maybe he’d accidentally painted it onto his forehead the last time he’d done his markings: HICK, in giant block letters.  He didn’t know how to figure the look in Mira Ryder’s face, or Bavak’s.  He’d seen plenty vids, of course, but-- how did they tell each other anything without mandibles, anyway?
“And where do they grow Phrixus Jarils?” Aela asked, her blue eyes squaring him up.
“The tissue replicators are pretty amazing these days,” Phrixus stated drily.
Aela and her friend snorted.
“Funny,” Aela said.
And the two of them stared at him expectantly (three for that matter, but salarians always looked like they were staring at you), so he cleared his throat.
“Niiet,” he said.
“Oh, Niiet,” Aela said.  He thought she was being sarcastic, and he was prepping some vicious comeback he’d think of in three days, when she leaned forward.
“Niiet.  Myredda system, only three jumps to either the Citadel or Palaven.  Nice mineral deposits, even eezo.  Not a lot.  But the Hierarchy always needs it.  You must be the new representative’s son.”
Phrixus struggled to keep his eyes calm and his mandibles still.  Aela Quentius was dressing him down like some sort of research project.  He didn’t think even he could pick out Niiet on a cluster, on a system map.  It was a single column on an infinite data list.  A speck of snot.
But Aela Quentius was looking at him as if compiling away means of operation, tax deductibles, overhead-- all the things that declared him on one side, her on the other.  As if she already knew where he and she would stand, come two years and bootcamp’s trials by misery.  Well.  Maybe she did.
That’s mostly what he thought about through the drone of the lesson module.
He would wonder later on why, despite his complete determination to tough his two years out at the fancy Citadel prep high as a silent loner-- why he had lunch with Aela and her friends when she asked, and why he hung out with that group after classes on the Silversun Strip.  Whatever his inclination to despise such a notion, he’d guess he had still been a kid that wanted to belong.
-
“So... you just moved to the Citadel?” Mira Ryder asked him, twirling the straw of her drink.
They’d all gone to Armax Arsenal Arena and played a (mostly) friendly match, casual settings, no armor.  He hadn’t done terribly; running after the local vermin back home with shitty half-baked lasers had given him some experience, at least.  Turned out, Mira Ryder had a twin that was loud and flashy, and liked to sneak biotics into a no-biotics-allowed match.  The twin-- Forta Ryder-- and Aela Quentius ended up with best scores.  Their bloodthirst sated, the lot of them had trotted to a dextro-levo food stand, and Phrixus had somehow been shuffled to the back of the line where Mira Ryder had waffled for ages about her order.  Her brother had gotten fed up and run on, but Phrixus felt awkward just ditching her.
That was how he came to trail after the some-odd half dozen teenage turians, salarians, asari, and single human (all of them making a lot of noise reenacting the finer points of their match), and walking beside a human girl through the neon controlled chaos of Silversun.
Phrixus flicked his mandibles, and then wondered if he should be more “obvious” and shrug or something.  And then he hated the impulse, didn’t want to change just because of some alien.  But then, isn’t that the feeling of a hick-- basically, he was over-thinking it like an idiot.
He cleared his throat. “Yeah.  Got here three days ago.”
“First time here?”
“Yeah.”
“Well.  What do you think so far?”
“Of the Citadel?”
She nodded.  Her long… hair swished about on top of her head.  Like a… like a head-tail or something.  Strands stuck to the side of her face.
“It’s…” Phrixus said. “It’s too big.  And somehow, kind of too small.”  He eyed the false afternoon sky. “Claustrophobic.”
Mira Ryder’s straw squealed as she pulled at it with her teeth.  She appeared to be biting at a smile.
“That’s funny.  Every time I’m planetside, I’d say the exact same thing,” she said.
At his look, Mira supplanted, “We were born here.  Me and Forta.  Lived here all our lives.  Don’t go down gravity wells that often.”
“Huh,” was all Phrixus could think to say.
As a pair, they darted past a pamphlet peddler.  Ahead, the other group was hooting and making general nuisances of themselves.  From the corner of his eye, he studied her.  What vids didn’t really convey was how small humans seemed.  And, like.  Proportioned incorrectly.  Like they shouldn’t be able to move.  He remembered the way Forta Ryder had shot across the Arena floor like a rocket.  Like they shouldn’t  move as well as they did.
Mira glanced up at him.  He looked away.  His mandibles were vibrating a little, but surely she wouldn’t notice.
“Umm,” she hummed, chewing on her straw. “Don’t take this weird, but have you never met a human before?”
Shit.  Of course.  Lived on the Citadel all her life, friends with a turian.  Of course she would be able to interpret his expression.
The pause in which he scrambled to think of a reply dragged on.  Until he made a weird subvocal-rattling cough.
“No,” he muttered. “I mean, you know.  Passing ice merchants and stuff.  But, uhh… I guess, never really one my age.  Niiet’s hundred percent turian.”
“Hmm,” she mused. “Opposite problem here.  We were the only human kids around for a long time.”
“Huh,” he said.
It was getting on toward evening, and the crowds had thickened.  An elcor declaimed couplets on a corner, laughter shrilled out of every back alley, a diffusion of harsh neon glyphs burned on every stationary surface: the total sensation of the area, the closeness of literally every kind of alien ever-- it all whirled and swam in his head.
“For what it’s worth,” Mira Ryder was saying.  He turned to her, just to have something to drown out the deafening muddle of everything else. “I really like the Citadel.  It’s the center of the galaxy.  People are always coming and going, something’s always happening.  You’ll find something you like here.”
And then ahead of them her brother waved back at them, shouted something (he didn’t really remember), and Mira waved and ran ahead.  When she jogged over there, weaving between people, the image of that float-y, bouncy mass of head-tail streaked with fluorescent blue light got lodged into his memories.  Years later, he’d see it.  Having a beer out of uniform, getting jettisoned from a drop ship.  He never knew why, exactly, that particular bit of early-Mira so stuck with him.
Some things were just permanent, he guessed.
-
A month later, Bavak left the prep high to pursue her bachelor’s.  Her first bachelor’s, anyway.
The class having an uneven number, Bavak had done most group assignments with Aela and Mira before Phrixus came.  So he ended up doing the same when she left.  And he took her spot in Aela’s Arena group.  It was weird how easy a turian could fill the hole left by a salarian.  And it was weird how easily he got caught up in Aela’s… whatever.
She had more followers on the extranet than any thirteen year old girl had a right to, and it seemed like she knew the entire clan history of each and every one of them, down to their most obscure family branches.  She knew everyone, she knew everything, and she clearly was unafraid to let you know it.
He wanted to turn a cold shoulder at every nosy extrapolation she made about Niiet’s integration into the Hierarchy whole.  He should have; most of her nonsense bewildered him.  But the brightness in her eyes and the excited quiver in her mandibles bore down on him like the artificial sun of the Citadel holo-sky.
He wanted to tell Forta Ryder to go shove it whenever he dragged him on a suicide blitz against Aela’s team, or to the arcade, or to the food stands.  He wanted to tell Forta to knock off with his incessant habit of taking photos of everyone ever and selfies. Yet somehow Phrixus ended up with an endless string of snaps of Aela and Mira, Mira and Forta, all the others, himself interspersed with his dumb sour look-- all cycling on his room’s monitor along with his photos from home.  From Niiet.
“Phrixus?  Can you get the door?”
He dropped his datapad beside him and sat up on his bed. “Just a sec.”
Brushing the console beside it, the door silently slid open and revealed Calix with load of laundry hefted on her hip.
“You didn’t have to do that,” he told her, reaching to take it.  He’d been doing his own laundry for over a year now.
She swiveled deftly out of his reach and ducked around him into his room, her eyes glittering with curiosity.
“Call it nostalgia for a task that didn’t involve licking the boots of some ambassador’s undersecretary,” she told him, flicking her mandibles. “And a thank you would be appropriate, I think.”
“Thanks,” he said.
She dumped the laundry on his bed and started folding.  She was looking around in a totally obvious way, determined to gather as much intelligence possible on this rare foray into her mysterious teenage son’s den.  Phrixus stood beside her and picked up a shirt to fold.
“So,” Calix said.
“So,” he said.
She bumped him with a hip in retaliation.  She eyed him.
“You’re ‘adjusting’ well.  That’s the word, right?  Adjusting?”
“I guess,” he said.
She tilted her head toward his monitor and the image of Aela and five of their group. “You’ve made friends.  They seem, you know.  Cute.”
He flicked his mandibles.  And stayed quiet.  He meant to keep quiet, too.  Except she was staring at him.
“I don’t know,” he said. “That one’s a Quentius.  Her father’s, like, a stone throw from primus.  I mean, you know.”
Calix kept folding.  She hummed lightly.
He cleared his throat. “The salarian councilor’s grandson is in my programming class?  Did you know that?”
“Hey,” she said, looking at him. “You know something?  You’re a snob.”
He dropped a pair of socks. “What?”
“Or reverse snob.”
“That’s not a thing.”
“You’re making it a thing,” she told him. She dropped a folded shirt and patted it, then turned about to face him. “Stop trying to find something to angst over.  You’re Phrixus Jaril, and you don’t have anything to be embarrassed about.  Your grades are apparently good, even with your backwater education.  ‘Cause we haven’t gotten any accusatory calls about you dropping out.  Your friends are cute.”
She poked him in the arm. “I’d call this move a success.”
He blinked at her.  And then, shook his head with a snort. “I guess.”
“Hey,” she said, taking his arm into her hand. “You’re doing good.  I’m proud of you.”
His mandibles tucked in embarrassment.  Her hand tugged smartly, and she pulled him to a hug.  She was still taller than him, but they all knew it was matter of time.  Still, it was nice.  To be hugged with her able to reach all around and then some, while it was still possible.
“Thanks, Mom,” Phrixus murmured, his subvocals inflecting up for the ‘Mom’ just for her.
She patted him on the back. “There we go.  Much better.”
They went back to folding.  She side-eyed him.  He stumbled when she sharply hip-bumped him again.
“Hey--”
“Jeez,” she said. “Making me say such corny stuff.”
“What!  You were the one--”
“So corny,” she groaned loudly over him.
He finally laughed and threw a pair of socks at her face.  She retaliated with a pair of pants.  In the aftermath of the laundry war, Calix lightly skipped out and left him to clean up the mess they’d made.
-
“Forta, no--!”
Completely disregarding Mira’s shout, she and Phrixus both were flattened by the sudden pressure blast from Forta’s biotics.  He was gone, trailed by blue after-image.  Mira swore under her breath, and her hand shot to Phrixus’s sleeve to keep him pulled down under cover.  The reason why became clear when buzzing shots of orange light, deadly to their “vital” sensors, filled the air over their heads.
It was a trap.
“We got them pinned, keep it up!”
A gleeful chorus of whoops answered.
“Dirty bastards!” Phrixus yelled.
“Some friends you are!” Mira added.
“All’s fair!” N’tessa (asari, galactic lit, a year ahead of them but pretty decent about it) shot back smugly. “But hey!  Hold up guys, hold up.”
The barrage of orange lasers ceased.
“We’ll give you a chance to surrender.  Two clean shots, and you guys can get out before it gets too embarrassing.”
Phrixus looked at Mira, and she looked back at him.
When he thought back to this moment, he’d remember it as the first time he really saw something other than “human.”  He’d been thinking it for a while, he was sure, but something about seeing it made it different.  The way her stray curls clung to her temple and cheek, sweat beading and binding.  The roundness in her features, so strange to his eye.  The softness, the thin skin, all of it-- or maybe he was just making himself remember it that way.  Because things had ended up the way they had, and he didn’t want to believe that he had never had these sentiments, that…  Well, he supposed it didn’t matter if all you did was remember.
Mira’s brow came down.  And that, he would later realize, actually translated to him.  She must have seen the answer in his own face, because at the very same moment they drew their fake Arena pistols and fired over the edge of their cover.
N’tessa squawked, and the score display overhead flashed for another point to Team Rydin’ Hygh (Forta was kind of pushy about getting to name things; and about pushing all the buttons).
After that, their enemies still outnumbered him and Mira, but they had the advantage of surprise and cleaned out their immediate area.  Their friends groaned, shot them dirty looks, and skulked off to the exit.  Then, they finally found Forta in a messy dogfight with Aela, and Mira picked her off with a pretty shot from long range.
It was-- all things considered-- fucking awesome.
Phrixus and Mira tied for high scores, so they were treated at the usual street stand.  His team told off Forta for falling for such an obvious ploy, and they all served him a generous round of ribbing.  But it was hard to really put heat into it when the guy smiled so broadly and laughed just as hard as any of them.
Phrixus didn’t even feel his usual compulsion to accuse Forta of potentially getting people killed in a real gunfight.  His carapace felt lighter than it had in a long time.
He turned in his seat toward Mira.  Reaching across the table, he clicked his cheap aluminum drink container against hers.
“That was an awesome shot at the end there,” he said.
The group of them sat around the street stand, making enough noise to earn a few glares from the owner.  The batarian was clanking about in his tiny kitchen, huge billows of greasy smoke drifting out the tiny order window.  But even through the smoke, he saw her swivel sharply, look at him, and just as sharply look off to the side.
“Uh, thanks…” she stumbled.  She cleared her throat. “I mean, yeah-- oh, not yeah it was awesome-- not that it wasn’t--”
She stopped.  And did a thing with her lips. “I meant, uh, yeah, I’m thinking of trying out a sniper rifle.  Dad thinks I’d be good for it.”
His mandibles pulled out. “He military?”
“Yeah,” she said. “Alliance.  Obviously.  Oh!  I didn’t mean-- just, you know, the human thing.”
“Right.  I, uh, got that,” Phrixus said.
Her face seemed a bit… like a balloon with too much air or something, all puffed out and taut, staring at him.  Then she looked down, deflating a little.
To be frank, he had no clue what the hell was happening.
He remembered that well enough: the busted grav stabilizer feeling of bewilderment.  It was much better, and yet much worse, than the feelings that followed.  The anxiety, the neediness, the flutter, and all other manners of adolescent torture.
-
The aftermath or the fallout-- or maybe the beginning?-- was unmistakeable.  But he would never be able to figure out where or when the seeds for it got sown.  Maybe it had been that tap between cheap aluminum drink cups, maybe it had been the exchanged look at the Arena, maybe it had been the very first meeting.  And then, maybe it had been something in them all along.
The symptoms could not have manifested with more clarity.
When Mira struggled through chem and geometry, and had her little freak-outs over their group chat room-- Phrixus would send over the files of his notes and copies of his homework.  He eventually had to encrypt them for her alone when everyone else thought they were being cute and started bitching about not getting sent the files, too.
When Aela started in on one of her tears through political-economic webs in the clans and their potential expansions throughout the fringe colonies, and then Phrixus started making passive-aggressive jabs which Aela returned like the impending squabble was some kind of puzzle-- Mira would jab Aela in the ribs and tell her to leave it alone.
When Mira stood there at the food stand, abandoned by her brother and her indecisiveness popping a vessel in the batarian stall owner’s forehead-- Phrixus would brush past her and order for them both.  And she would go, “Oh!  How did you know that’s exactly what I wanted!”  And he would flick his mandibles dismissively to hide the strange warm pit sprouting somewhere near his chest.
When Phrixus got into a mood (that’s what his moms called it anyway), complaining about the state of the school food-- supposedly best school on the Citadel, a cold spit away from the Presidium even, and this is what we get?  Or what the hell even was art and lit classes supposed to do for him?  He was shipping out soon, probably end up artillery fodder anyway-- Mira’s bitten smile would finally burst into a laugh, calling him grumpy or something similarly demoralizing to his ire.  
And it didn’t even seem to matter.
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germanloading75 · 3 years ago
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Huawei USB Drivers
Latest Huawei USB DriversDownload (Check below)
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Acer USB Drivers
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Sharp USB Drivers
Amazon USB Drivers
Latest Amazon USB DriversDownload
Pantech USB Drivers
Latest Pantech USB Drivers (PC Suit)Download
XIAOMI USB Drivers
Download Devantech Port Devices Driver
Download Mi Phone Manager (PC Suite) | Mirror
Lenovo USB Drivers
Latest Lenovo USB DriversDownload
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Download Devantech Port Devices Driverpack
Latest Micromax USB DriversDownload
Download Devantech Port Devices Driver Updater
Video Guide: Enable Developer Options, USB Debugging and OEM Unlock On Android
(note type=”important”)
Download Devantech Port Devices Driver Printer
In case the above drivers do not work for you, do as described below:
Go to the official site of the manufacturer
Type the name and model of your device in the search box.
Select your device and click the Support tab/button.
You will get the download link for the specific USB Drivers for your device.
Download the drivers and install onto your computer. (/note)
If you have any question, feel free to ask in the comment below.
Download Devantech Port Devices Drivers
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zenmountainssundaypost · 6 years ago
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“Hey Baby, you sure smell gooood. “
The Does have the bucks worked up again. The Rut has started on Zen Mountain .
The Buck stops here
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This time of year, when I am not brooding about winter, is one of my favorites. We get to see a lot of bucks as the rut starts up.
Most of the year they big boys stay in their little hidy holes . We have Blacktail deer up here. Bucks tend to own small deep dark areas in the thickest of woody glens. You can , and I have walked right by big bucks without them moving…Then they leap up , I have a friggin heart attack followed by me gingerly making my way home to change my shorts.
During archery season , finding a buck up here is usually a chore. We are on the edge between woods and prairie . Beings the boys like the deep dark and we have open expanses , we don’t see them.
Come the rut however ; the boys are dumb and lookin’ for love.
Get off me !
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More often than not, the girls are not as interested as the boys are… Hmmm..
Generally , the girls want absolutely nothing to do with the bucks going as far as running up to Ma and myself where the boys simply wont go.
“Crap! Buck blocked again !”
Before the big winter storm that lasted weeks on end up here dropping inches of snow per hour, day and night for all those weeks , we had a LARGE band of deer . Does were constantly in the yard and getting into trouble . With dozens of does during rut you get a LOT of bucks come through.
Since the storm other than our doe that hangs out here at the homestead, we do not see very many meaning less bucks and of course that means less fawns which again leads to less deer….
The numbers are slowly coming back slow but sure. The winter is suppose to be mild so we shall see once they all herd up for the season.
We still get to see quite a few bucks as they wander through looking for our girls and they running from the boys.
Nice rack!
We have had several come by throughout the years . Usually the Big Boys still manage to only come through when it is predawn…or right after I put the camera inside.
In Theory; I have a video of some decent sized bucks from yesterday though I haven’t had a chance to see how it turned out. They were a couple hundred yards out.. If there is anything it’ll probably end up as one of the “seasonal” music vids.
These boys aren’t the biggest nor are they the smallest but when they come in , it is always great to see them. They made it through hunting seasons…sometimes Ma and I grit our teeth when we see a nice sized body buck that would have looked nice in the freezer as venison is a nice portion of our meat group. We don’t just go for racks, it’s all about the meat.. smaller antlers and bigger body is far more important to us.
Hunting season over , they are all about looking at them and enjoying watching the antics between the boys and gals.
Busted
We are generally slow moving up here as a rule . We normally are fairly quiet .We still get busted by the deer ALL the time.
In my case, my field of view is crap now to begin with but I also tend to be thinking about a project or problem when I take that step out onto the deck only to feel someone staring at my back. Turning around it is usually a doe some ten feet away that I hadn’t noticed…dumbass …
The girls normally just stare at me. Sometimes they start simply due to me moving quickly to look at something..something important…. like a deer bush , or possibly a bear rock….*eye roll* only to have an actual animal right behind me.. Because I am soooo in tune with my surroundings.
I have had a few bucks this season watching me before I see them..Pretty sure one of them stuck his tongue out at me before he turned around to walk off.
Yesterday I was harvesting tomatoes and peppers..Yup they are still going in November this year…When Ma says;
” Don’t move. Turn around he is right behind you.”
Ok..so in my mind , my sarcasm is weighing comments verses doing what Ma says:
” Hmmmm point out that I can Not ‘not move’ while turning around and who exactly is right behind me which covers a lot of land to not move and turn around to…meh… I’ll just follow instructions ish..”
Sure enough another nice buck was staring at me harvesting…
I watched him..
He watched me..He looked at the hand full of tomatoes then back to me , then tomatoes.
I turned back to finish harvesting.. There was no way I could get out of the garden , around the deck , up the stairs , into the house, back out with the camera all without moving..Soooooo.. As I couldn’t see him all that well anyway..Figured if he was hungry , he could come help. Seems turning my back to him upset him and to took off…
He came back later.. Garden gate closed
“HA!”
Final thoughts
Today’s post is another short one with me trying to get some work around here done and back in the “studio” again
Back in the Saddle
Yesterday I put up the ” Public ” version of
“The Awakening “ a year in the folder waiting for me to get back in “Studio” mode.
A year ago October , I watched the sun rising and sat in the studio watching what was at the time a couple pics and came up with this…. This last a couple days I added a bass track and some mixing….Yup… all that time for a couple day’s work…
I am presently looking at “Donnybrook ” the Lightning storm music vid which has been on the shelf even longer. I pulled several tracks that I wasn’t too happy with so I will have to rework them. Then I get to sit down with the storm and try to sync the two together …So.. Probably not today….or this week….
As I say , I have the new Buck vid , no idea if anything will come from it. Lost my Elk video SOMEWHERE.. I have been looking for a good week . Also lost a really cool full moon rise, and a couple cool snow vids. So…. I’ll just be watching for more fun stuff out there . That is  the nice thing about using daily stuff up here for inspiration : errr… It can happen any day. Just not Every day.
Sit and Spin
Ma has been working with her travelling “ Pocket Wheel” Yesterday , we decided to more or less relax and she with her wheel and I with the studio…..
Hummie sat outside the front room window bobbing his head from side to side like watching a tennis match while both Ma and I were “What the Hell!”ing and Seriously?!?! Come On!”ing until he got bored and flew off.
The thing about Ma’s small wheel is that it can be adjusted down so fine..Which means , of course, there are a billion fine adjustments all of which make Ma swear like…well like me.
Trying to get the wheel set when there is no real info out there other than ” It’s so easy..”
What in the Hell kind of instruction is that ? Fixing a toilet is easy too but I have seen Many numbnuts bugger the hell out of that from flooding restrooms to cracking bowls . Telling them “It’s easy.” Isn’t going to keep you from heading to the store to buy a new toilet to replace the shattered one or from having to run grab the wet vac..
For the Instructionally challenged ; Instructions are like a “How To ” or ” DIY ” page or video ..Instructions are not adjectives…friggin duh.
Anyway.. so that is something I am trying to help Ma with by looking in other directions.
And of course , Ma isn’t just trying to set up a new style of wheel , learn to spin with it which is completely different from her Castle Wheel but she is also running a different style of spinning as well as Plying ….Yes.. I know “Blah Blah..Yakity Smakity ” I’ll get into all of that in another post ; one for Ma and her spinning/ knitting..
*shrug* I think it is interesting . Ma makes some great shawls , caps , hats , gloves, sweaters ; of many styles and uses, very nice warm socks , once again many styles…and on and on with out a single snot rag cozy in the house .
Weather forecast
The Sun will come up at some point , dropping once again until a moon possibly takes its place.
We are having mostly wet weather with some wind in between. Temps are dropping.. All those things that mean Fall. The day warms.. the wind blows..The wind blows.. the next storm comes in…then the wind blows…
It looks like we are suppose to get down to freezing at night for the next few eves coming up Tuesday which , of course will finally wipe out the harvest….with a large pot of Salsa Verde Zen Mountain style following shortly there after….Hopefully we will still have jars as there are several other canning projects ahead of that and it does NOT freeze well at all.
Zen Vee shall See
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Waking up early is almost a chore for my eyes now days as I watch the sun rise in part for them to adjust slowly to light keeping the headache to this side of blinding rage.
Still , sitting out in the mornings even in the dark is interesting.
Walking through the front room , the house is as dark as it was when I went to bed. Looking out the front windows I can see the lights of Gotham far below.
Not wanting to wake Ma just yet , I stumble about in the kitchen for a cup of coffee, pouring black coffee from a black coffee maker into a black cup in the dark..marginally tougher than in the light with my crappy vision . Deciding by weight that the coffee is actually in the cup and not o the counter , I quietly open the doors to go out to the porch.
Far too early for worrying about a camera , I sit down to watch the far Eastern skies , looking for a glimmer.
Slowly a wink of orange flares in and out . The colors blackening as clouds far beyond the far ridge swallow the first signs of dawn.
I see movement through the few bushes that are between myself and Gotham. Hints of silhouettes of something walking through the last vestiges of a night wearing down. Picking up Ma’s Binocs , I look around to see a pair of does coming in as they normally do in the early morns . A large buck following behind them snuffling at the scent they leave.
The buck’s neck , swollen with the rut  doesn’t notice me watching the three of them as the girls make their way into the yard. Too dark to count antlers even with the binoculars , I put them down to pick up my coffee .
The buck stands off to the side of the does while they lick at the mineral block. The girls know I am sitting there, they had watched me as they came in with a pleading glance at the buck and back to me. I shrug my shoulders . They sigh as one and attempt to ignore Horny Boy while they hang out .
The girls edge away from their courter while he edges ever closer whispering sweet little ;
“Berrrrrrrrppppp”s at them . Seemingly a Don Juan De Redneck ..pretty sure belching in a girl’s ear has never worked in swaying any gal to give up her virtues ..but then , What do I know?
It was about that time that I moved at the wrong moment and he saw me.. Being the proverbial “Deer in the Headlights” he stood there “He can’t see me if I don’t move right ? “ …um no.. that would be Myth….
“Crap….” He slowly backed away from the girls as they waved and giggled then all but dropped to the ground , unclenching .
“Thanks Da…. “
I watched the buck easing back into the brush , looking through branches at me.
” Still see you Bud..”
“Crap..”
The colors of a coming dawn began to once again seep between layers of low clouds; reds golds and orange traced with browns. The clouds black and heavy as the next wave of rain began to fall.
It is beginning to look like
Just another day on Zen Mountain
  Getting into a ” Rut” It’s that time of year "Hey Baby, you sure smell gooood. " The Does have the bucks worked up again. The Rut has started on Zen Mountain .
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inexcon · 6 years ago
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RSI Comm-Link: Monthly Studio Report: July 2018
Monthly Studio Report: July 2018
Welcome to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases.
Let’s explore the details…
Los Angeles
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LOS ANGELES
VEHICLE FEATURES
This month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release.
They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.
VEHICLE PIPELINE
The Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang’s landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations.
In early August, the Art Team will move onto the first stages of the Anvil Hawk.
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GAMEPLAY FEATURES
To support the 3.2.1 patch, the Gameplay Feature Team spent the first week of the month fixing Group System bugs on both the code and UI fronts. After the patch, the team continued to work on the next iteration of the Group System for Alpha 3.3.
Finally, they focused on removing some of the legacy systems, updating the three-pane mobiGlas chat widget, and setting up the chat to come from a new backend service.
NARRATIVE
The Narrative Team began July with an episode of Loremaker’s Guide to the Galaxy about the Cano system. They wrote a Discovered piece about an archaeologist using a Vulture to salvage and explore a debris field, and delivered the July 2948 Shubin employee newsletter filled with tidbits about the company’s past and hope for the future. A history of the Imperial Cartography Center and the third episode of The Knowledge of Good and Evil also became available for all to read. Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July’s Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions.
The team tackled details about the moons of Hurston and ArcCorp, worked on mission giver design briefs, and fleshed out the Bartender and Patron line sets. They worked with the Character Team on Hurston Security loadouts and the System Design Team on Security behaviours and NPC placement. There were several syncs with the Live Design team focusing on expanded mission content for Alpha 3.3. Team leads participated in multiple reviews for Squadron 42 (S42) and the Persistent Universe (PU). They wrote some fun new marketing material, including the lore behind the successful Astromedics vid series that was tied to the RSI Apollo. Finally, work continued behind the scenes on the Galactapedia that will be shared further down the road.
CHARACTERS
The Character Art Team diligently worked on new Hair and Head tech, which will improve the appearance of current characters and revise some core tools used in the character wearables tech setup process. The team worked on the Hurston clothing collection, Virgil TrueDef Pro Armor, and reworked the Odyssey Flightsuit. Alongside the new content, material variants will be made to help fill out the NPCs found on Hurston. Plus, progress was made on a variety of Squadron 42 costumes.
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Austin
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AUSTIN
DESIGN
Throughout July, the Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. The aim is to get these lines, along with the placeholder animations provided by the ATX Animation Team, added into the game for internal review soon.
In an effort to allow the economic status of resources effect pricing, the team is constructing recipes for items so that, as the price of resources fluctuates, the players will be able to see a noticeable difference in the pricing of items. The change won’t be instant but will develop over time and can be influenced by the player base.
Work is also happening on getting the ship rental shop working in the PU to coincide with the ability to rent ships. Work on additional layouts for Truck Stops will lend a bit more variety to the shops that players will encounter when traveling to far-away locations.
On top of all this, the team took a moment to review how their data is structured and are finding ways to make things more efficient and organized for ease of use in the future.
ANIMATION
The Animation Team continues to research and develop animations for the PU’s female character. Very different animations are needed when the character sits in a ship versus moving around in the ‘verse, but progress is being made and the fidelity of female animations are getting closer to those of the male characters.
Placeholder block-out animations were sent to the ATX Design Team for the Bartender character to help them see the results of some of the AI R&D they were working on.
Alongside this, they continued to move several characters through the various stages of the pipeline, such as mission givers like Constantine Hurston, Clovus Darneely, and a new character of interest, Tecia Pacheco.
On the Ship side, animations were completed for the new Tumbril Cyclone variants. Specifically, the turret operator animations were reworked and polished.
SHIP ART
The Ship Team is deep in the concept phase of the 300i re-work and are currently fleshing out the new shape along with integrating many of the ‘wish list’ features that have been accumulating over the last few years, including new cargo options. They recently showed off the first round of concepts on ATV, with the community generally feeding back positively. However, a few concerns were voiced about the new design, which the team will be taking into consideration for the next and final round of concept presentation.
The final pass of the Constellation Phoenix’s modeling and lighting is currently underway. When finished, the team will move onto the final flight prep setup and polishing tasks. Then, they’ll create the LODs to complete the art pass for the Phoenix.
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BACKEND SERVICES
This month, the Backend Services team finished up support for 3.2.1 by fixing some critical bugs that were discovered after 3.2.0 went live. Specifically, they rectified issues with currency and fixed a bug that prevented the player from purchasing items from shops and inventories.
They also continued efforts to create Services using the new Ooz/Diffusion framework. This is part of the refactoring of the Persistence Cache to make it more scalable. Another accomplishment this month was finishing up the new Entitlement Processor service, which is far more robust and efficient than the legacy solution. The legacy Friends Service was also written into this new framework.
The other Services created so far are:
Character service: provides an API for character specific runtime and persistent data.
Wallet service: responsible for managing player currencies.
Item Loadout Service: manages player or ship default and custom loadouts.
Insurance service: manages all insurance claims.
DEVOPS
Dev Ops have been supporting the additional publishes related to 3.2 this month while also making great progress on the various feature stream enhancements to the build system.
“One of the most satisfying aspects of our publishing effort is to see the new gameplay features showing up on the various live streams and we’ve been enjoying many of those.” – Dev Ops
They’ve also worked very closely with the feature teams to add more gameplay analytics to help track game performance and resource consumption on a regional level, as well as on the individual game servers themselves. This additional data will help them tune server density to deliver the best possible compute and memory performance.
Feature stream work progressed this month as well. This project breaks source control branches down to the individual feature level to help the developers work more independently without potential conflict. This effort was well received by the devs and will be expanded. However, it was not without challenges, as these streams create an additional load on the build system and storage subsystems. The team worked through most of these issues and are now closing in on the final details that will allow them to scale the build system much wider than its current capability.
PLAYER RELATIONS
The Player Relations team helped wrap up 3.2.1 this month. This is the second such quarterly release, and the team is really hitting their stride with the new publishing cycle. They also wrapped up the Live Release Production Summit in Austin, Texas which dealt with subjects such as improving the publishing process and how the team can grow the Evocati volunteer group for future releases.
“We’d like to point all players to our growing Knowledge Base, which has over 100 articles and has seen almost 100,000 visitors since its inception. We will continue to grow this by adding new ‘How To’ articles, patch notes, and live service notifications here as well as on Spectrum.
As always, we’d like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We’ll use that data to prioritize for future updates, plus your IC participation will make you eligible to get into earlier PTU waves.” – Player Relations Team
QA
Last month 3.2 and 3.2.1 went live. For the QA team, this included publishing checklists for build testing and testing patches in the PTU, along with testing all the fixes as they were implemented.
On the Game side, they moved back to their internal dev stream and started testing the initial implementation of Object Container Streaming. They also shifted focus slightly to make sure all test plans and QA processes are updated and ready as more Object Container Streaming testing comes online.
On the Leadership side, it’s been business as usual with focus on coordinating testing priorities with their QA counterparts in LA, UK, and DE.
Wilmslow & Derby
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WILMSLOW & DERBY
GRAPHICS
The Graphics Team completed the work required to make the renderer ready for Object Container Streaming. In addition, the team made the new surface shaders more efficient and easier to use, maintain, and improve. You’ll see the benefits from these updated shaders as the artists transition to them in Alpha 3.3 and 3.4.
They also improved the room culling system to allow for more complex level setups of rooms within rooms, which had previously resulted in rendering the entirety of the smaller room. This new feature allows the Art Team to build more elaborate interiors in both Squadron 42 and the PU with improved performance. The next focus will be on features to enhance the quality of lighting in and around gas clouds and large interior spaces where large lights would normally result in very low shadow resolution.
UI
The UI Team further developed the RTT item preview system that allows for a generalized method of displaying one or more 3D items anywhere in the UI as part of a scrolling list component. This works on things like kiosks, mobiGlas, MFDs, etc.
The team implemented the necessary changes to support renting ships and items through the Electronic Access customization menus and worked on the UI design for the Spectrum app in the mobiGlas. They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville.
Additional headway was made on core tech & tools, with a successful prototype completed of the bindings system for the mining HUD display. This enables a more streamlined interface for exposing game data to the UI front-end.
ANIMATION
The team created animations for the reload and firing states of the upcoming Karna plasma assault rifle. To finalize assets for the SpecOps combat AI, they held a motion capture shoot to update the placeholder assets for hit reactions and the various threat level reactions to sights and sounds. They also improved enemy SpecOps AI combat poses with better blending between motion states.
Other tasks included supporting the ‘carryable system’ with a wide range of assets and a general clean-up of the animation database. They revamped the player’s ‘no weapon’ and ‘stocked’ locomotion forward assets.
Finally, a high-level review assessed the implementation of animations for Squadron 42 scenes featuring Master-at-Arms Duncan Chakma in the armory.
GAMEPLAY STORY
The Story Team began the month with pre-viz for all remaining scenes, which went well and took two weeks instead of the scheduled three. They then began to fully implement 16 scenes that the Design Team prioritized for Q3. The implementation pass is a slower process than pre-viz, but the team is delighted to work closely with Design and see the scenes come to life in-game.
ENGINEERING/PROGRAMMING
The Actor Feature Team has been developing an animation motion warping system, which gives each animation a variable distance it can travel without the need for a unique asset for each situation. The vaulting and mantling mechanic is being developed alongside this and comes into play when the prop being vaulted over has a variable depth and height. The new technology takes these dimensions and modifies the vault animation so that it seamlessly adjusts for the additional movement. This creates a better result than having multiple animations to cover all eventualities. It also frees up the artists from adhering to strict sizes and metrics when creating environments.
The way Subsumption sets up missions for Squadron 42 means the team often has to play through part of it just to get to a certain point in the level. There is functionality inside the editor to manually run parts of the Subsumption setup, which fast-forwards the flow, but it was fiddly and not exposed when running the standalone game. So, the team created a system to record a sequence of Subsumption steps into a single macro that can be played back in either the editor or game client. This allows the team to skip through a mission to an intended place, which will speed up development and testing.
The Tools Team has been creating a way to link Shotgun (assets for artists and animators) with Jira (production and scheduling). This new tool monitors Shotgun for changes and then reflects them in Jira. This allows content creators to continue using Shotgun while producers and supporting teams can see all the information they require from Shotgun within Jira.
The Network Team finished the entity bind culling functionality to allow more optimal networking based on how far away entities are from the player. They also did prep work for Object Container Streaming alongside other teams working on that technology.
SHIPS
The Ship Art Team worked on the MISC Freelancer base model by adding a few extra comforts to the interior, such as a toilet, shower, and food dispenser. The variants (MIS, MAX, and DUR) went into the updated art pipeline to get them looking as good as the base version. The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship’s interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.
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AUDIO
The Audio Team supported Object Container Streaming and progressed with FOIP and VOIP features. They made great strides with the IFCS 2.0 system and physicalized object audio. Alpha 3.3 is the next major goal, so they generated audio mockups and prototypes to ensure they’re on track with the look and feel of the new features. Ship audio also kept the team very busy, as they supported a wave of new ships in the pipeline.
ENVIRONMENT ART
The team completed their work on the PU hangars, with only final lighting tweaks left to complete the two archetypes needed for the first release. They focused on developing new habitation modules and security/customs common elements. The habitation modules are coming out of the white box phase with their footprints, layout, modularity, and basic art determined. Now begins the process of making them pretty! The security archetype involves a lot of systems and designs that must be tested and iterated on before art can finalize it. As with the habs, these issues have been largely solved and the team began the next level art pass. The early white box design of a new location type was signed off, the Underground Facility. These will be something the team hasn’t tried before and are very excited to develop!
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VFX
With 3.2 safely in player’s hands, the team jumped into 3.3 content tasks, including a first pass at the Aegis Hammerhead’s effects and a new plasma assault rifle along with the many biomes, landing zones, and modular areas of Hurston. Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints.
Frankfurt
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FRANKFURT
VFX
The VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.
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AI
The AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire ‘verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.
BUILD ENGINEERING/DEVOPS
The DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.
WEAPONS
The Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.
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TOOLS
The Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer’s feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.
ENVIRONMENT ART
The Environment Art Team made substantial progress on Hurston’s four moons, with each becoming a visually unique location for players to explore. While working on the moons, the team also spent time improving the wind simulation on vegetation objects, which will breathe more life into the locations as wind moves through the grass, bushes, and trees. Hurston will be quite a visual change compared to the other locations currently in the game. The Lorville team moved onto the outer districts, shifting focus on the view of the city while flying above and around it. Lorville has received many improvements since it was first shown at CitizenCon.
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LIGHTING
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The Lighting Team worked side-by-side with the Environment Art Team on Lorville. Lots of progress was made on the environment art, which gives the Lighting Team plenty of locations to bring additional life, mood, and atmosphere into. The core landing zone received an initial lighting pass, with work still to come on the shops, spaceport, habitation, and security.
With the procedural layout generation tools receiving improvements, the team took the opportunity to further polish the upcoming Rest Stops. They improved the look and positioning of 2D and holographic advertisements, as well as fixed various issues with light leaking and other consistency issues between connected rooms.
Finally, crashed and derelict ships found in space and on planet surfaces were fixed due to previous setup issues which resulted in broken or missing lighting in most locations. The improved setups will provide a better foundation for the Lighting Team to create more interesting moods in these locations.
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SYSTEM DESIGN
The System Design Team laid the foundation for combat ship AI improvements, specifically giving AI ships the awareness of an enemy tailing them. They will build on this with further maneuvers, like enabling the AI to abruptly decelerate to cause the tailing ship to overshoot or wildly change its break-away angle to shake pursuers. Progress was also made on advanced civilian/security guard interactions and patrol behaviors, which will be implemented in future landing zones. These behaviors will work in sync with one another and will allow NPCs to react accordingly to different types of stimuli from the world around them. The behaviors are scalable to allow for more stimuli to be added if and when needed. It will also determine how NPCs react to their surroundings, such as Security Guards reacting differently to certain crimes in one location than they would in another.
The new transit system received attention as well. The team focused on the debugging capabilities of the system, laying an important piece of groundwork for complex elevator and train networks. On the FPS side, they began populating Security Outpost Kareah with combat NPCs. They also worked with the Mission and Level Design Teams to create additional facilities fit for combat encounters.
LEVEL DESIGN
This month the Level Design Team focused on the PU. They completed work on Lorville and explored how the Restricted Areas tech will be implemented into the full world. They also looked into the general areas around Lorville to ensure they have the correct content and points of interest. Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel/repair/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.
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CINEMATICS
The Cinematic Team updated the animation production pipeline to better communicate with the Design Team and make the overall structure more efficient. They also worked on chapters for Squadron 42, which consisted of numerous tasks depending on the current state of the cinematic, from animation and camera blocking, to animation polish, lighting setups, and TrackView work.
The team also completed some technical tasks: They implemented ‘Player Entity’ into Trackview and can now trigger ‘Mannequin Fragments’ which will allow the team to accurately use the Player and the new ‘look control’ while building their scenes. They’re also working on a technical solution for Subsumption to takeover player control in cutscenes when needed.
ENGINE
The Engine Team generally works across multiple areas and is called in to address potential code issues at any time – this month was no exception. They progressed on moving skinning computations to GPU compute shaders (dual quaternion skinning, blend shape, as well as tangent reconstruction submitted), and continued work on improving hair shading. They made significant progress on new solutions for cloth and volumetrics simulation, which they hope to show off soon. They added support for OC Streaming (entity aggregates) and exposed GPU load and memory stats directly from the Windows Graphics system. They also made advancements in the physics system refactor (queue refactoring, batch jobs, etc.) and revamped the exception handling code to improve the consistency of reported crashes.
TECH ART/ANIMATION
The Tech Art Team worked on the ‘Maya to Sandbox Editor’ live link for synchronizing animations between the two applications, giving real-time, in-engine rendered graphical feedback to the animators. They consolidated the head to head attachment asset pipeline for the next gen character customizer – a crucial requirement to achieve 100% consistent topology on the head meshes once they are converted from the Maya-internal format to the engine’s format. Once consolidated, they stress tested it to find any bugs in the resource compiler tool (RC) and addressed them accordingly. One large bug remains, but once it’s resolved they can switch to the newly revised system.
Tech Animation focused on restructuring the weapons pipeline, modifying elements to make it easier to work on files and find them in the future. They added an additional meta system to the weapon rigs to enable animators to batch export weapon animations and moved nearly all files into a new folder structure to separate multiple weapons of the same type by the same manufacturer. They also addressed a variety of bugs across multiple departments.
QA
Besides assisting the in-house development team with Editor and client reported issues, the QA Team focused on performance and system refactor testing. Client and server performance took a significant hit with the introduction of Mining, so they worked with the UK QA Team to gather performance RAD captures during a Mining specific playtest. Captures were obtained from a build containing changes that would improve performance centered around Mining. Captures were also done on an existing build that did not have anything extra included. Engineering then compared the captures done on each build, identified where there were improvements between the two, and noted what other areas would benefit from further optimizations.
They also worked on a QA test request for the AI Cover System to be refactored to support the incoming Object Container Streaming changes. The main goal was to ensure that not only existing cover systems within an Object Container level still worked, but that the newly set up Cover Systems did as well. They re-exported levels and then tested in-client to ensure that cover was generated and the AI used it the same way they did in previously. There should be no visible difference between the two, and they needed to confirm that no new issues were introduced. The same principle applied to an IKSystem refactor QATR that they did for Animation Engineering. Multiple lines of code were removed to improve overall performance, and testing was done to ensure that this did not break any other new and/or existing systems or features. QA also started regular performance testing on the PU test map, which contains the new Rest Stops, Hurston, and Lorville in order to get a head start on identifying issues that these new locations may introduce.
Platform: Turbulent
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SPECTRUM
SPECTRUM
On July 4th, the team deployed Spectrum 3.8! This build is now available to everyone and contains the latest features: Friends, Notifications, Quick Access Sidebar, and Message of the Day. You can sort friends by status or alphabetically and see information about their activity. You can also group friends by common orgs. Including pending friend requests, you can now have a maximum of 800 friends.
“Your in-game friends will be linked to your Spectrum friends in the future. Currently, your Spectrum friends list and the list of your friends in-game exist independently. When the game integrates the Spectrum friends system, your in-game contacts will not be copied to over. You should use this transition period to add your in-game contacts to your Spectrum friends list.” – Spectrum Team
Additionally, they refined the Settings page and slightly altered the display of embedded media in messages. Also, the member profile popup can now be accessed from the blocked users list by clicking on a member’s avatar.
After this major release, they deployed 3.8.1-rel.7 with minor bug fixes. You can refer to the Spectrum Knowledge Base for further details on using the new features
RSI PLATFORM
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CitizenCon Microsite: Turbulent launched the CitizenCon microsite this month. The new microsite serves as the information hub for everything CitizenCon. From here you can purchase tickets when available, read more about the wonderful city of Austin, and plan your trip to CitizenCon. Eventually the microsite will contain information about the event, including the presentation schedule and the live stream itself. Stay tuned to keep up on the latest details for CitizenCon.
RSI Apollo: Turbulent supported the release of the RSI Apollo, which included a mini-game designed by CIG’s Oliver Hughes and Sam Child. The game was a homage to King Kong, a game Chris Roberts developed as a teenager. Players that achieve a high score of 100,000 points receive a special Guardian Angel Badge and are entered into a contest to win an RSI Apollo package.
Free-Fly: The team updated the page design and interaction for upcoming free-fly events. Stay tuned for the next chance to participate in a Star Citizen Free-Fly!
SERVICES
Group: Turbulent continues to iterate on Group services and are currently working on a feature that generates a claims token. This token can be used by other services to validate group membership, permissions, and the ability of a user to join. They additionally worked on a series of tests to increase stability in the code base as services continue to grow.
VOIP/FOIP: The Backend Team collaborated with the UK Audio Team to build voice services in-game. They overcame a huge hurdle by successfully piecing together a prototype with one user in-game having a conversation with another on a web platform interface.
Community
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COMMUNITY
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Scan, Fracture, Extract. The community was hard on the rocks and dug deep during the past month. While Prospectors were busy mining, the team didn’t stop after introducing this gameplay feature with the 3.2 update. The recently released 3.2.1 patch brought reduced mission spawn timers, ship cannon changes, turret improvements, and more. Have you had a chance to check them out yet? Jump into the game and share your feedback with the developers on Spectrum.
The RSI Apollo was revealed as the latest concept ship, filling the gap between the Cutlass Red and the Endeavor for all medics-to-be. Learn more about the space doctor career path by checking out The Shipyard post covering medical gameplay as it works today and how it’s envisioned for the future.
The team celebrated the introduction of the Origin Jumpworks 600i with a video contest that asked content creators to devise a commercial for the luxurious ship. As shown countless times, the Star Citizen community has a wealth of talent and passion that delivers amazing videos, and they didn’t disappoint this time either. The quality of the submissions was mind-blowing, and the team wants to thank all the participants for the work and time put into creating the videos.
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The Community Team has been planning a wide variety of activities for this year and next that are, of course, coupled with sweet prizes. So even if this contest wasn’t for you, there’ll be more exciting opportunities to leave your mark in the Star Citizen universe. Outside of these events, the team is glad to see more players sharing fantastic content and are proud to regularly highlight them. FPS battles, trouble at CryAstro, mining challenges, and races were all featured this month. The team can’t wait to see what August will bring.
Cloud Imperium Games will not have a booth or presentation at Gamescom this year, but some team members will be visiting the show in Cologne, Germany, from August 22nd to 25th. There will be a variety of activities and opportunities to meet up during the week, so keep an eye out for future announcements. While they’re excited to meet you in Cologne, don’t forget that CitizenCon 2948 is almost here, too! After launching the all-new CitizenCon website, where you can find all the event info, the team continued to plan for what promises to be an unforgettable event.
Conclusion
WE’LL SEE YOU NEXT MONTH…
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starcitizenprivateer · 6 years ago
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Monthly Studio Report: July 2018
Monthly Studio Report: July 2018
Welcome to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases.
Let’s explore the details…
Los Angeles
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LOS ANGELES
VEHICLE FEATURES
This month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release.
They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.
VEHICLE PIPELINE
The Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang’s landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations.
In early August, the Art Team will move onto the first stages of the Anvil Hawk.
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GAMEPLAY FEATURES
To support the 3.2.1 patch, the Gameplay Feature Team spent the first week of the month fixing Group System bugs on both the code and UI fronts. After the patch, the team continued to work on the next iteration of the Group System for Alpha 3.3.
Finally, they focused on removing some of the legacy systems, updating the three-pane mobiGlas chat widget, and setting up the chat to come from a new backend service.
NARRATIVE
The Narrative Team began July with an episode of Loremaker’s Guide to the Galaxy about the Cano system. They wrote a Discovered piece about an archaeologist using a Vulture to salvage and explore a debris field, and delivered the July 2948 Shubin employee newsletter filled with tidbits about the company’s past and hope for the future. A history of the Imperial Cartography Center and the third episode of The Knowledge of Good and Evil also became available for all to read. Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July’s Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions.
The team tackled details about the moons of Hurston and ArcCorp, worked on mission giver design briefs, and fleshed out the Bartender and Patron line sets. They worked with the Character Team on Hurston Security loadouts and the System Design Team on Security behaviours and NPC placement. There were several syncs with the Live Design team focusing on expanded mission content for Alpha 3.3. Team leads participated in multiple reviews for Squadron 42 (S42) and the Persistent Universe (PU). They wrote some fun new marketing material, including the lore behind the successful Astromedics vid series that was tied to the RSI Apollo. Finally, work continued behind the scenes on the Galactapedia that will be shared further down the road.
CHARACTERS
The Character Art Team diligently worked on new Hair and Head tech, which will improve the appearance of current characters and revise some core tools used in the character wearables tech setup process. The team worked on the Hurston clothing collection, Virgil TrueDef Pro Armor, and reworked the Odyssey Flightsuit. Alongside the new content, material variants will be made to help fill out the NPCs found on Hurston. Plus, progress was made on a variety of Squadron 42 costumes.
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Austin
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AUSTIN
DESIGN
Throughout July, the Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. The aim is to get these lines, along with the placeholder animations provided by the ATX Animation Team, added into the game for internal review soon.
In an effort to allow the economic status of resources effect pricing, the team is constructing recipes for items so that, as the price of resources fluctuates, the players will be able to see a noticeable difference in the pricing of items. The change won’t be instant but will develop over time and can be influenced by the player base.
Work is also happening on getting the ship rental shop working in the PU to coincide with the ability to rent ships. Work on additional layouts for Truck Stops will lend a bit more variety to the shops that players will encounter when traveling to far-away locations.
On top of all this, the team took a moment to review how their data is structured and are finding ways to make things more efficient and organized for ease of use in the future.
ANIMATION
The Animation Team continues to research and develop animations for the PU’s female character. Very different animations are needed when the character sits in a ship versus moving around in the ‘verse, but progress is being made and the fidelity of female animations are getting closer to those of the male characters.
Placeholder block-out animations were sent to the ATX Design Team for the Bartender character to help them see the results of some of the AI R&D they were working on.
Alongside this, they continued to move several characters through the various stages of the pipeline, such as mission givers like Constantine Hurston, Clovus Darneely, and a new character of interest, Tecia Pacheco.
On the Ship side, animations were completed for the new Tumbril Cyclone variants. Specifically, the turret operator animations were reworked and polished.
SHIP ART
The Ship Team is deep in the concept phase of the 300i re-work and are currently fleshing out the new shape along with integrating many of the ‘wish list’ features that have been accumulating over the last few years, including new cargo options. They recently showed off the first round of concepts on ATV, with the community generally feeding back positively. However, a few concerns were voiced about the new design, which the team will be taking into consideration for the next and final round of concept presentation.
The final pass of the Constellation Phoenix’s modeling and lighting is currently underway. When finished, the team will move onto the final flight prep setup and polishing tasks. Then, they’ll create the LODs to complete the art pass for the Phoenix.
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BACKEND SERVICES
This month, the Backend Services team finished up support for 3.2.1 by fixing some critical bugs that were discovered after 3.2.0 went live. Specifically, they rectified issues with currency and fixed a bug that prevented the player from purchasing items from shops and inventories.
They also continued efforts to create Services using the new Ooz/Diffusion framework. This is part of the refactoring of the Persistence Cache to make it more scalable. Another accomplishment this month was finishing up the new Entitlement Processor service, which is far more robust and efficient than the legacy solution. The legacy Friends Service was also written into this new framework.
The other Services created so far are:
Character service: provides an API for character specific runtime and persistent data.
Wallet service: responsible for managing player currencies.
Item Loadout Service: manages player or ship default and custom loadouts.
Insurance service: manages all insurance claims.
DEVOPS
Dev Ops have been supporting the additional publishes related to 3.2 this month while also making great progress on the various feature stream enhancements to the build system.
“One of the most satisfying aspects of our publishing effort is to see the new gameplay features showing up on the various live streams and we’ve been enjoying many of those.” – Dev Ops
They’ve also worked very closely with the feature teams to add more gameplay analytics to help track game performance and resource consumption on a regional level, as well as on the individual game servers themselves. This additional data will help them tune server density to deliver the best possible compute and memory performance.
Feature stream work progressed this month as well. This project breaks source control branches down to the individual feature level to help the developers work more independently without potential conflict. This effort was well received by the devs and will be expanded. However, it was not without challenges, as these streams create an additional load on the build system and storage subsystems. The team worked through most of these issues and are now closing in on the final details that will allow them to scale the build system much wider than its current capability.
PLAYER RELATIONS
The Player Relations team helped wrap up 3.2.1 this month. This is the second such quarterly release, and the team is really hitting their stride with the new publishing cycle. They also wrapped up the Live Release Production Summit in Austin, Texas which dealt with subjects such as improving the publishing process and how the team can grow the Evocati volunteer group for future releases.
“We’d like to point all players to our growing Knowledge Base, which has over 100 articles and has seen almost 100,000 visitors since its inception. We will continue to grow this by adding new ‘How To’ articles, patch notes, and live service notifications here as well as on Spectrum.
As always, we’d like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We’ll use that data to prioritize for future updates, plus your IC participation will make you eligible to get into earlier PTU waves.” – Player Relations Team
QA
Last month 3.2 and 3.2.1 went live. For the QA team, this included publishing checklists for build testing and testing patches in the PTU, along with testing all the fixes as they were implemented.
On the Game side, they moved back to their internal dev stream and started testing the initial implementation of Object Container Streaming. They also shifted focus slightly to make sure all test plans and QA processes are updated and ready as more Object Container Streaming testing comes online.
On the Leadership side, it’s been business as usual with focus on coordinating testing priorities with their QA counterparts in LA, UK, and DE.
Wilmslow & Derby
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WILMSLOW & DERBY
GRAPHICS
The Graphics Team completed the work required to make the renderer ready for Object Container Streaming. In addition, the team made the new surface shaders more efficient and easier to use, maintain, and improve. You’ll see the benefits from these updated shaders as the artists transition to them in Alpha 3.3 and 3.4.
They also improved the room culling system to allow for more complex level setups of rooms within rooms, which had previously resulted in rendering the entirety of the smaller room. This new feature allows the Art Team to build more elaborate interiors in both Squadron 42 and the PU with improved performance. The next focus will be on features to enhance the quality of lighting in and around gas clouds and large interior spaces where large lights would normally result in very low shadow resolution.
UI
The UI Team further developed the RTT item preview system that allows for a generalized method of displaying one or more 3D items anywhere in the UI as part of a scrolling list component. This works on things like kiosks, mobiGlas, MFDs, etc.
The team implemented the necessary changes to support renting ships and items through the Electronic Access customization menus and worked on the UI design for the Spectrum app in the mobiGlas. They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville.
Additional headway was made on core tech & tools, with a successful prototype completed of the bindings system for the mining HUD display. This enables a more streamlined interface for exposing game data to the UI front-end.
ANIMATION
The team created animations for the reload and firing states of the upcoming Karna plasma assault rifle. To finalize assets for the SpecOps combat AI, they held a motion capture shoot to update the placeholder assets for hit reactions and the various threat level reactions to sights and sounds. They also improved enemy SpecOps AI combat poses with better blending between motion states.
Other tasks included supporting the ‘carryable system’ with a wide range of assets and a general clean-up of the animation database. They revamped the player’s ‘no weapon’ and ‘stocked’ locomotion forward assets.
Finally, a high-level review assessed the implementation of animations for Squadron 42 scenes featuring Master-at-Arms Duncan Chakma in the armory.
GAMEPLAY STORY
The Story Team began the month with pre-viz for all remaining scenes, which went well and took two weeks instead of the scheduled three. They then began to fully implement 16 scenes that the Design Team prioritized for Q3. The implementation pass is a slower process than pre-viz, but the team is delighted to work closely with Design and see the scenes come to life in-game.
ENGINEERING/PROGRAMMING
The Actor Feature Team has been developing an animation motion warping system, which gives each animation a variable distance it can travel without the need for a unique asset for each situation. The vaulting and mantling mechanic is being developed alongside this and comes into play when the prop being vaulted over has a variable depth and height. The new technology takes these dimensions and modifies the vault animation so that it seamlessly adjusts for the additional movement. This creates a better result than having multiple animations to cover all eventualities. It also frees up the artists from adhering to strict sizes and metrics when creating environments.
The way Subsumption sets up missions for Squadron 42 means the team often has to play through part of it just to get to a certain point in the level. There is functionality inside the editor to manually run parts of the Subsumption setup, which fast-forwards the flow, but it was fiddly and not exposed when running the standalone game. So, the team created a system to record a sequence of Subsumption steps into a single macro that can be played back in either the editor or game client. This allows the team to skip through a mission to an intended place, which will speed up development and testing.
The Tools Team has been creating a way to link Shotgun (assets for artists and animators) with Jira (production and scheduling). This new tool monitors Shotgun for changes and then reflects them in Jira. This allows content creators to continue using Shotgun while producers and supporting teams can see all the information they require from Shotgun within Jira.
The Network Team finished the entity bind culling functionality to allow more optimal networking based on how far away entities are from the player. They also did prep work for Object Container Streaming alongside other teams working on that technology.
SHIPS
The Ship Art Team worked on the MISC Freelancer base model by adding a few extra comforts to the interior, such as a toilet, shower, and food dispenser. The variants (MIS, MAX, and DUR) went into the updated art pipeline to get them looking as good as the base version. The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship’s interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.
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AUDIO
The Audio Team supported Object Container Streaming and progressed with FOIP and VOIP features. They made great strides with the IFCS 2.0 system and physicalized object audio. Alpha 3.3 is the next major goal, so they generated audio mockups and prototypes to ensure they’re on track with the look and feel of the new features. Ship audio also kept the team very busy, as they supported a wave of new ships in the pipeline.
ENVIRONMENT ART
The team completed their work on the PU hangars, with only final lighting tweaks left to complete the two archetypes needed for the first release. They focused on developing new habitation modules and security/customs common elements. The habitation modules are coming out of the white box phase with their footprints, layout, modularity, and basic art determined. Now begins the process of making them pretty! The security archetype involves a lot of systems and designs that must be tested and iterated on before art can finalize it. As with the habs, these issues have been largely solved and the team began the next level art pass. The early white box design of a new location type was signed off, the Underground Facility. These will be something the team hasn’t tried before and are very excited to develop!
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VFX
With 3.2 safely in player’s hands, the team jumped into 3.3 content tasks, including a first pass at the Aegis Hammerhead’s effects and a new plasma assault rifle along with the many biomes, landing zones, and modular areas of Hurston. Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints.
Frankfurt
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FRANKFURT
VFX
The VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.
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AI
The AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire ‘verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.
BUILD ENGINEERING/DEVOPS
The DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.
WEAPONS
The Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.
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TOOLS
The Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer’s feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.
ENVIRONMENT ART
The Environment Art Team made substantial progress on Hurston’s four moons, with each becoming a visually unique location for players to explore. While working on the moons, the team also spent time improving the wind simulation on vegetation objects, which will breathe more life into the locations as wind moves through the grass, bushes, and trees. Hurston will be quite a visual change compared to the other locations currently in the game. The Lorville team moved onto the outer districts, shifting focus on the view of the city while flying above and around it. Lorville has received many improvements since it was first shown at CitizenCon.
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LIGHTING
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The Lighting Team worked side-by-side with the Environment Art Team on Lorville. Lots of progress was made on the environment art, which gives the Lighting Team plenty of locations to bring additional life, mood, and atmosphere into. The core landing zone received an initial lighting pass, with work still to come on the shops, spaceport, habitation, and security.
With the procedural layout generation tools receiving improvements, the team took the opportunity to further polish the upcoming Rest Stops. They improved the look and positioning of 2D and holographic advertisements, as well as fixed various issues with light leaking and other consistency issues between connected rooms.
Finally, crashed and derelict ships found in space and on planet surfaces were fixed due to previous setup issues which resulted in broken or missing lighting in most locations. The improved setups will provide a better foundation for the Lighting Team to create more interesting moods in these locations.
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SYSTEM DESIGN
The System Design Team laid the foundation for combat ship AI improvements, specifically giving AI ships the awareness of an enemy tailing them. They will build on this with further maneuvers, like enabling the AI to abruptly decelerate to cause the tailing ship to overshoot or wildly change its break-away angle to shake pursuers. Progress was also made on advanced civilian/security guard interactions and patrol behaviors, which will be implemented in future landing zones. These behaviors will work in sync with one another and will allow NPCs to react accordingly to different types of stimuli from the world around them. The behaviors are scalable to allow for more stimuli to be added if and when needed. It will also determine how NPCs react to their surroundings, such as Security Guards reacting differently to certain crimes in one location than they would in another.
The new transit system received attention as well. The team focused on the debugging capabilities of the system, laying an important piece of groundwork for complex elevator and train networks. On the FPS side, they began populating Security Outpost Kareah with combat NPCs. They also worked with the Mission and Level Design Teams to create additional facilities fit for combat encounters.
LEVEL DESIGN
This month the Level Design Team focused on the PU. They completed work on Lorville and explored how the Restricted Areas tech will be implemented into the full world. They also looked into the general areas around Lorville to ensure they have the correct content and points of interest. Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel/repair/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.
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CINEMATICS
The Cinematic Team updated the animation production pipeline to better communicate with the Design Team and make the overall structure more efficient. They also worked on chapters for Squadron 42, which consisted of numerous tasks depending on the current state of the cinematic, from animation and camera blocking, to animation polish, lighting setups, and TrackView work.
The team also completed some technical tasks: They implemented ‘Player Entity’ into Trackview and can now trigger ‘Mannequin Fragments’ which will allow the team to accurately use the Player and the new ‘look control’ while building their scenes. They’re also working on a technical solution for Subsumption to takeover player control in cutscenes when needed.
ENGINE
The Engine Team generally works across multiple areas and is called in to address potential code issues at any time – this month was no exception. They progressed on moving skinning computations to GPU compute shaders (dual quaternion skinning, blend shape, as well as tangent reconstruction submitted), and continued work on improving hair shading. They made significant progress on new solutions for cloth and volumetrics simulation, which they hope to show off soon. They added support for OC Streaming (entity aggregates) and exposed GPU load and memory stats directly from the Windows Graphics system. They also made advancements in the physics system refactor (queue refactoring, batch jobs, etc.) and revamped the exception handling code to improve the consistency of reported crashes.
TECH ART/ANIMATION
The Tech Art Team worked on the ‘Maya to Sandbox Editor’ live link for synchronizing animations between the two applications, giving real-time, in-engine rendered graphical feedback to the animators. They consolidated the head to head attachment asset pipeline for the next gen character customizer – a crucial requirement to achieve 100% consistent topology on the head meshes once they are converted from the Maya-internal format to the engine’s format. Once consolidated, they stress tested it to find any bugs in the resource compiler tool (RC) and addressed them accordingly. One large bug remains, but once it’s resolved they can switch to the newly revised system.
Tech Animation focused on restructuring the weapons pipeline, modifying elements to make it easier to work on files and find them in the future. They added an additional meta system to the weapon rigs to enable animators to batch export weapon animations and moved nearly all files into a new folder structure to separate multiple weapons of the same type by the same manufacturer. They also addressed a variety of bugs across multiple departments.
QA
Besides assisting the in-house development team with Editor and client reported issues, the QA Team focused on performance and system refactor testing. Client and server performance took a significant hit with the introduction of Mining, so they worked with the UK QA Team to gather performance RAD captures during a Mining specific playtest. Captures were obtained from a build containing changes that would improve performance centered around Mining. Captures were also done on an existing build that did not have anything extra included. Engineering then compared the captures done on each build, identified where there were improvements between the two, and noted what other areas would benefit from further optimizations.
They also worked on a QA test request for the AI Cover System to be refactored to support the incoming Object Container Streaming changes. The main goal was to ensure that not only existing cover systems within an Object Container level still worked, but that the newly set up Cover Systems did as well. They re-exported levels and then tested in-client to ensure that cover was generated and the AI used it the same way they did in previously. There should be no visible difference between the two, and they needed to confirm that no new issues were introduced. The same principle applied to an IKSystem refactor QATR that they did for Animation Engineering. Multiple lines of code were removed to improve overall performance, and testing was done to ensure that this did not break any other new and/or existing systems or features. QA also started regular performance testing on the PU test map, which contains the new Rest Stops, Hurston, and Lorville in order to get a head start on identifying issues that these new locations may introduce.
Platform: Turbulent
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SPECTRUM
SPECTRUM
On July 4th, the team deployed Spectrum 3.8! This build is now available to everyone and contains the latest features: Friends, Notifications, Quick Access Sidebar, and Message of the Day. You can sort friends by status or alphabetically and see information about their activity. You can also group friends by common orgs. Including pending friend requests, you can now have a maximum of 800 friends.
“Your in-game friends will be linked to your Spectrum friends in the future. Currently, your Spectrum friends list and the list of your friends in-game exist independently. When the game integrates the Spectrum friends system, your in-game contacts will not be copied to over. You should use this transition period to add your in-game contacts to your Spectrum friends list.” – Spectrum Team
Additionally, they refined the Settings page and slightly altered the display of embedded media in messages. Also, the member profile popup can now be accessed from the blocked users list by clicking on a member’s avatar.
After this major release, they deployed 3.8.1-rel.7 with minor bug fixes. You can refer to the Spectrum Knowledge Base for further details on using the new features
RSI PLATFORM
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CitizenCon Microsite: Turbulent launched the CitizenCon microsite this month. The new microsite serves as the information hub for everything CitizenCon. From here you can purchase tickets when available, read more about the wonderful city of Austin, and plan your trip to CitizenCon. Eventually the microsite will contain information about the event, including the presentation schedule and the live stream itself. Stay tuned to keep up on the latest details for CitizenCon.
RSI Apollo: Turbulent supported the release of the RSI Apollo, which included a mini-game designed by CIG’s Oliver Hughes and Sam Child. The game was a homage to King Kong, a game Chris Roberts developed as a teenager. Players that achieve a high score of 100,000 points receive a special Guardian Angel Badge and are entered into a contest to win an RSI Apollo package.
Free-Fly: The team updated the page design and interaction for upcoming free-fly events. Stay tuned for the next chance to participate in a Star Citizen Free-Fly!
SERVICES
Group: Turbulent continues to iterate on Group services and are currently working on a feature that generates a claims token. This token can be used by other services to validate group membership, permissions, and the ability of a user to join. They additionally worked on a series of tests to increase stability in the code base as services continue to grow.
VOIP/FOIP: The Backend Team collaborated with the UK Audio Team to build voice services in-game. They overcame a huge hurdle by successfully piecing together a prototype with one user in-game having a conversation with another on a web platform interface.
Community
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COMMUNITY
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Scan, Fracture, Extract. The community was hard on the rocks and dug deep during the past month. While Prospectors were busy mining, the team didn’t stop after introducing this gameplay feature with the 3.2 update. The recently released 3.2.1 patch brought reduced mission spawn timers, ship cannon changes, turret improvements, and more. Have you had a chance to check them out yet? Jump into the game and share your feedback with the developers on Spectrum.
The RSI Apollo was revealed as the latest concept ship, filling the gap between the Cutlass Red and the Endeavor for all medics-to-be. Learn more about the space doctor career path by checking out The Shipyard post covering medical gameplay as it works today and how it’s envisioned for the future.
The team celebrated the introduction of the Origin Jumpworks 600i with a video contest that asked content creators to devise a commercial for the luxurious ship. As shown countless times, the Star Citizen community has a wealth of talent and passion that delivers amazing videos, and they didn’t disappoint this time either. The quality of the submissions was mind-blowing, and the team wants to thank all the participants for the work and time put into creating the videos.
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The Community Team has been planning a wide variety of activities for this year and next that are, of course, coupled with sweet prizes. So even if this contest wasn’t for you, there’ll be more exciting opportunities to leave your mark in the Star Citizen universe. Outside of these events, the team is glad to see more players sharing fantastic content and are proud to regularly highlight them. FPS battles, trouble at CryAstro, mining challenges, and races were all featured this month. The team can’t wait to see what August will bring.
Cloud Imperium Games will not have a booth or presentation at Gamescom this year, but some team members will be visiting the show in Cologne, Germany, from August 22nd to 25th. There will be a variety of activities and opportunities to meet up during the week, so keep an eye out for future announcements. While they’re excited to meet you in Cologne, don’t forget that CitizenCon 2948 is almost here, too! After launching the all-new CitizenCon website, where you can find all the event info, the team continued to plan for what promises to be an unforgettable event.
Conclusion
WE’LL SEE YOU NEXT MONTH…
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sad-ch1ld · 6 years ago
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Monthly Studio Report: July 2018
Welcome to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases.
Let’s explore the details…
Los Angeles
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LOS ANGELES
VEHICLE FEATURES
This month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release.
They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.
VEHICLE PIPELINE
The Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang’s landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations.
In early August, the Art Team will move onto the first stages of the Anvil Hawk.
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GAMEPLAY FEATURES
To support the 3.2.1 patch, the Gameplay Feature Team spent the first week of the month fixing Group System bugs on both the code and UI fronts. After the patch, the team continued to work on the next iteration of the Group System for Alpha 3.3.
Finally, they focused on removing some of the legacy systems, updating the three-pane mobiGlas chat widget, and setting up the chat to come from a new backend service.
NARRATIVE
The Narrative Team began July with an episode of Loremaker’s Guide to the Galaxy about the Cano system. They wrote a Discovered piece about an archaeologist using a Vulture to salvage and explore a debris field, and delivered the July 2948 Shubin employee newsletter filled with tidbits about the company’s past and hope for the future. A history of the Imperial Cartography Center and the third episode of The Knowledge of Good and Evil also became available for all to read. Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July’s Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions.
The team tackled details about the moons of Hurston and ArcCorp, worked on mission giver design briefs, and fleshed out the Bartender and Patron line sets. They worked with the Character Team on Hurston Security loadouts and the System Design Team on Security behaviours and NPC placement. There were several syncs with the Live Design team focusing on expanded mission content for Alpha 3.3. Team leads participated in multiple reviews for Squadron 42 (S42) and the Persistent Universe (PU). They wrote some fun new marketing material, including the lore behind the successful Astromedics vid series that was tied to the RSI Apollo. Finally, work continued behind the scenes on the Galactapedia that will be shared further down the road.
CHARACTERS
The Character Art Team diligently worked on new Hair and Head tech, which will improve the appearance of current characters and revise some core tools used in the character wearables tech setup process. The team worked on the Hurston clothing collection, Virgil TrueDef Pro Armor, and reworked the Odyssey Flightsuit. Alongside the new content, material variants will be made to help fill out the NPCs found on Hurston. Plus, progress was made on a variety of Squadron 42 costumes.
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Austin
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AUSTIN
DESIGN
Throughout July, the Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. The aim is to get these lines, along with the placeholder animations provided by the ATX Animation Team, added into the game for internal review soon.
In an effort to allow the economic status of resources effect pricing, the team is constructing recipes for items so that, as the price of resources fluctuates, the players will be able to see a noticeable difference in the pricing of items. The change won’t be instant but will develop over time and can be influenced by the player base.
Work is also happening on getting the ship rental shop working in the PU to coincide with the ability to rent ships. Work on additional layouts for Truck Stops will lend a bit more variety to the shops that players will encounter when traveling to far-away locations.
On top of all this, the team took a moment to review how their data is structured and are finding ways to make things more efficient and organized for ease of use in the future.
ANIMATION
The Animation Team continues to research and develop animations for the PU’s female character. Very different animations are needed when the character sits in a ship versus moving around in the ‘verse, but progress is being made and the fidelity of female animations are getting closer to those of the male characters.
Placeholder block-out animations were sent to the ATX Design Team for the Bartender character to help them see the results of some of the AI R&D they were working on.
Alongside this, they continued to move several characters through the various stages of the pipeline, such as mission givers like Constantine Hurston, Clovus Darneely, and a new character of interest, Tecia Pacheco.
On the Ship side, animations were completed for the new Tumbril Cyclone variants. Specifically, the turret operator animations were reworked and polished.
SHIP ART
The Ship Team is deep in the concept phase of the 300i re-work and are currently fleshing out the new shape along with integrating many of the ‘wish list’ features that have been accumulating over the last few years, including new cargo options. They recently showed off the first round of concepts on ATV, with the community generally feeding back positively. However, a few concerns were voiced about the new design, which the team will be taking into consideration for the next and final round of concept presentation.
The final pass of the Constellation Phoenix’s modeling and lighting is currently underway. When finished, the team will move onto the final flight prep setup and polishing tasks. Then, they’ll create the LODs to complete the art pass for the Phoenix.
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BACKEND SERVICES
This month, the Backend Services team finished up support for 3.2.1 by fixing some critical bugs that were discovered after 3.2.0 went live. Specifically, they rectified issues with currency and fixed a bug that prevented the player from purchasing items from shops and inventories.
They also continued efforts to create Services using the new Ooz/Diffusion framework. This is part of the refactoring of the Persistence Cache to make it more scalable. Another accomplishment this month was finishing up the new Entitlement Processor service, which is far more robust and efficient than the legacy solution. The legacy Friends Service was also written into this new framework.
The other Services created so far are:
Character service: provides an API for character specific runtime and persistent data.
Wallet service: responsible for managing player currencies.
Item Loadout Service: manages player or ship default and custom loadouts.
Insurance service: manages all insurance claims.
DEVOPS
Dev Ops have been supporting the additional publishes related to 3.2 this month while also making great progress on the various feature stream enhancements to the build system.
“One of the most satisfying aspects of our publishing effort is to see the new gameplay features showing up on the various live streams and we’ve been enjoying many of those.” – Dev Ops
They’ve also worked very closely with the feature teams to add more gameplay analytics to help track game performance and resource consumption on a regional level, as well as on the individual game servers themselves. This additional data will help them tune server density to deliver the best possible compute and memory performance.
Feature stream work progressed this month as well. This project breaks source control branches down to the individual feature level to help the developers work more independently without potential conflict. This effort was well received by the devs and will be expanded. However, it was not without challenges, as these streams create an additional load on the build system and storage subsystems. The team worked through most of these issues and are now closing in on the final details that will allow them to scale the build system much wider than its current capability.
PLAYER RELATIONS
The Player Relations team helped wrap up 3.2.1 this month. This is the second such quarterly release, and the team is really hitting their stride with the new publishing cycle. They also wrapped up the Live Release Production Summit in Austin, Texas which dealt with subjects such as improving the publishing process and how the team can grow the Evocati volunteer group for future releases.
“We’d like to point all players to our growing Knowledge Base, which has over 100 articles and has seen almost 100,000 visitors since its inception. We will continue to grow this by adding new ‘How To’ articles, patch notes, and live service notifications here as well as on Spectrum.
As always, we’d like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We’ll use that data to prioritize for future updates, plus your IC participation will make you eligible to get into earlier PTU waves.” – Player Relations Team
QA
Last month 3.2 and 3.2.1 went live. For the QA team, this included publishing checklists for build testing and testing patches in the PTU, along with testing all the fixes as they were implemented.
On the Game side, they moved back to their internal dev stream and started testing the initial implementation of Object Container Streaming. They also shifted focus slightly to make sure all test plans and QA processes are updated and ready as more Object Container Streaming testing comes online.
On the Leadership side, it’s been business as usual with focus on coordinating testing priorities with their QA counterparts in LA, UK, and DE.
Wilmslow & Derby
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WILMSLOW & DERBY
GRAPHICS
The Graphics Team completed the work required to make the renderer ready for Object Container Streaming. In addition, the team made the new surface shaders more efficient and easier to use, maintain, and improve. You’ll see the benefits from these updated shaders as the artists transition to them in Alpha 3.3 and 3.4.
They also improved the room culling system to allow for more complex level setups of rooms within rooms, which had previously resulted in rendering the entirety of the smaller room. This new feature allows the Art Team to build more elaborate interiors in both Squadron 42 and the PU with improved performance. The next focus will be on features to enhance the quality of lighting in and around gas clouds and large interior spaces where large lights would normally result in very low shadow resolution.
UI
The UI Team further developed the RTT item preview system that allows for a generalized method of displaying one or more 3D items anywhere in the UI as part of a scrolling list component. This works on things like kiosks, mobiGlas, MFDs, etc.
The team implemented the necessary changes to support renting ships and items through the Electronic Access customization menus and worked on the UI design for the Spectrum app in the mobiGlas. They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville.
Additional headway was made on core tech & tools, with a successful prototype completed of the bindings system for the mining HUD display. This enables a more streamlined interface for exposing game data to the UI front-end.
ANIMATION
The team created animations for the reload and firing states of the upcoming Karna plasma assault rifle. To finalize assets for the SpecOps combat AI, they held a motion capture shoot to update the placeholder assets for hit reactions and the various threat level reactions to sights and sounds. They also improved enemy SpecOps AI combat poses with better blending between motion states.
Other tasks included supporting the ‘carryable system’ with a wide range of assets and a general clean-up of the animation database. They revamped the player’s ‘no weapon’ and ‘stocked’ locomotion forward assets.
Finally, a high-level review assessed the implementation of animations for Squadron 42 scenes featuring Master-at-Arms Duncan Chakma in the armory.
GAMEPLAY STORY
The Story Team began the month with pre-viz for all remaining scenes, which went well and took two weeks instead of the scheduled three. They then began to fully implement 16 scenes that the Design Team prioritized for Q3. The implementation pass is a slower process than pre-viz, but the team is delighted to work closely with Design and see the scenes come to life in-game.
ENGINEERING/PROGRAMMING
The Actor Feature Team has been developing an animation motion warping system, which gives each animation a variable distance it can travel without the need for a unique asset for each situation. The vaulting and mantling mechanic is being developed alongside this and comes into play when the prop being vaulted over has a variable depth and height. The new technology takes these dimensions and modifies the vault animation so that it seamlessly adjusts for the additional movement. This creates a better result than having multiple animations to cover all eventualities. It also frees up the artists from adhering to strict sizes and metrics when creating environments.
The way Subsumption sets up missions for Squadron 42 means the team often has to play through part of it just to get to a certain point in the level. There is functionality inside the editor to manually run parts of the Subsumption setup, which fast-forwards the flow, but it was fiddly and not exposed when running the standalone game. So, the team created a system to record a sequence of Subsumption steps into a single macro that can be played back in either the editor or game client. This allows the team to skip through a mission to an intended place, which will speed up development and testing.
The Tools Team has been creating a way to link Shotgun (assets for artists and animators) with Jira (production and scheduling). This new tool monitors Shotgun for changes and then reflects them in Jira. This allows content creators to continue using Shotgun while producers and supporting teams can see all the information they require from Shotgun within Jira.
The Network Team finished the entity bind culling functionality to allow more optimal networking based on how far away entities are from the player. They also did prep work for Object Container Streaming alongside other teams working on that technology.
SHIPS
The Ship Art Team worked on the MISC Freelancer base model by adding a few extra comforts to the interior, such as a toilet, shower, and food dispenser. The variants (MIS, MAX, and DUR) went into the updated art pipeline to get them looking as good as the base version. The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship’s interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.
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AUDIO
The Audio Team supported Object Container Streaming and progressed with FOIP and VOIP features. They made great strides with the IFCS 2.0 system and physicalized object audio. Alpha 3.3 is the next major goal, so they generated audio mockups and prototypes to ensure they’re on track with the look and feel of the new features. Ship audio also kept the team very busy, as they supported a wave of new ships in the pipeline.
ENVIRONMENT ART
The team completed their work on the PU hangars, with only final lighting tweaks left to complete the two archetypes needed for the first release. They focused on developing new habitation modules and security/customs common elements. The habitation modules are coming out of the white box phase with their footprints, layout, modularity, and basic art determined. Now begins the process of making them pretty! The security archetype involves a lot of systems and designs that must be tested and iterated on before art can finalize it. As with the habs, these issues have been largely solved and the team began the next level art pass. The early white box design of a new location type was signed off, the Underground Facility. These will be something the team hasn’t tried before and are very excited to develop!
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VFX
With 3.2 safely in player’s hands, the team jumped into 3.3 content tasks, including a first pass at the Aegis Hammerhead’s effects and a new plasma assault rifle along with the many biomes, landing zones, and modular areas of Hurston. Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints.
Frankfurt
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FRANKFURT
VFX
The VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.
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AI
The AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire ‘verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.
BUILD ENGINEERING/DEVOPS
The DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.
WEAPONS
The Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.
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TOOLS
The Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer’s feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.
ENVIRONMENT ART
The Environment Art Team made substantial progress on Hurston’s four moons, with each becoming a visually unique location for players to explore. While working on the moons, the team also spent time improving the wind simulation on vegetation objects, which will breathe more life into the locations as wind moves through the grass, bushes, and trees. Hurston will be quite a visual change compared to the other locations currently in the game. The Lorville team moved onto the outer districts, shifting focus on the view of the city while flying above and around it. Lorville has received many improvements since it was first shown at CitizenCon.
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LIGHTING
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The Lighting Team worked side-by-side with the Environment Art Team on Lorville. Lots of progress was made on the environment art, which gives the Lighting Team plenty of locations to bring additional life, mood, and atmosphere into. The core landing zone received an initial lighting pass, with work still to come on the shops, spaceport, habitation, and security.
With the procedural layout generation tools receiving improvements, the team took the opportunity to further polish the upcoming Rest Stops. They improved the look and positioning of 2D and holographic advertisements, as well as fixed various issues with light leaking and other consistency issues between connected rooms.
Finally, crashed and derelict ships found in space and on planet surfaces were fixed due to previous setup issues which resulted in broken or missing lighting in most locations. The improved setups will provide a better foundation for the Lighting Team to create more interesting moods in these locations.
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SYSTEM DESIGN
The System Design Team laid the foundation for combat ship AI improvements, specifically giving AI ships the awareness of an enemy tailing them. They will build on this with further maneuvers, like enabling the AI to abruptly decelerate to cause the tailing ship to overshoot or wildly change its break-away angle to shake pursuers. Progress was also made on advanced civilian/security guard interactions and patrol behaviors, which will be implemented in future landing zones. These behaviors will work in sync with one another and will allow NPCs to react accordingly to different types of stimuli from the world around them. The behaviors are scalable to allow for more stimuli to be added if and when needed. It will also determine how NPCs react to their surroundings, such as Security Guards reacting differently to certain crimes in one location than they would in another.
The new transit system received attention as well. The team focused on the debugging capabilities of the system, laying an important piece of groundwork for complex elevator and train networks. On the FPS side, they began populating Security Outpost Kareah with combat NPCs. They also worked with the Mission and Level Design Teams to create additional facilities fit for combat encounters.
LEVEL DESIGN
This month the Level Design Team focused on the PU. They completed work on Lorville and explored how the Restricted Areas tech will be implemented into the full world. They also looked into the general areas around Lorville to ensure they have the correct content and points of interest. Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel/repair/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.
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CINEMATICS
The Cinematic Team updated the animation production pipeline to better communicate with the Design Team and make the overall structure more efficient. They also worked on chapters for Squadron 42, which consisted of numerous tasks depending on the current state of the cinematic, from animation and camera blocking, to animation polish, lighting setups, and TrackView work.
The team also completed some technical tasks: They implemented ‘Player Entity’ into Trackview and can now trigger ‘Mannequin Fragments’ which will allow the team to accurately use the Player and the new ‘look control’ while building their scenes. They’re also working on a technical solution for Subsumption to takeover player control in cutscenes when needed.
ENGINE
The Engine Team generally works across multiple areas and is called in to address potential code issues at any time – this month was no exception. They progressed on moving skinning computations to GPU compute shaders (dual quaternion skinning, blend shape, as well as tangent reconstruction submitted), and continued work on improving hair shading. They made significant progress on new solutions for cloth and volumetrics simulation, which they hope to show off soon. They added support for OC Streaming (entity aggregates) and exposed GPU load and memory stats directly from the Windows Graphics system. They also made advancements in the physics system refactor (queue refactoring, batch jobs, etc.) and revamped the exception handling code to improve the consistency of reported crashes.
TECH ART/ANIMATION
The Tech Art Team worked on the ‘Maya to Sandbox Editor’ live link for synchronizing animations between the two applications, giving real-time, in-engine rendered graphical feedback to the animators. They consolidated the head to head attachment asset pipeline for the next gen character customizer – a crucial requirement to achieve 100% consistent topology on the head meshes once they are converted from the Maya-internal format to the engine’s format. Once consolidated, they stress tested it to find any bugs in the resource compiler tool (RC) and addressed them accordingly. One large bug remains, but once it’s resolved they can switch to the newly revised system.
Tech Animation focused on restructuring the weapons pipeline, modifying elements to make it easier to work on files and find them in the future. They added an additional meta system to the weapon rigs to enable animators to batch export weapon animations and moved nearly all files into a new folder structure to separate multiple weapons of the same type by the same manufacturer. They also addressed a variety of bugs across multiple departments.
QA
Besides assisting the in-house development team with Editor and client reported issues, the QA Team focused on performance and system refactor testing. Client and server performance took a significant hit with the introduction of Mining, so they worked with the UK QA Team to gather performance RAD captures during a Mining specific playtest. Captures were obtained from a build containing changes that would improve performance centered around Mining. Captures were also done on an existing build that did not have anything extra included. Engineering then compared the captures done on each build, identified where there were improvements between the two, and noted what other areas would benefit from further optimizations.
They also worked on a QA test request for the AI Cover System to be refactored to support the incoming Object Container Streaming changes. The main goal was to ensure that not only existing cover systems within an Object Container level still worked, but that the newly set up Cover Systems did as well. They re-exported levels and then tested in-client to ensure that cover was generated and the AI used it the same way they did in previously. There should be no visible difference between the two, and they needed to confirm that no new issues were introduced. The same principle applied to an IKSystem refactor QATR that they did for Animation Engineering. Multiple lines of code were removed to improve overall performance, and testing was done to ensure that this did not break any other new and/or existing systems or features. QA also started regular performance testing on the PU test map, which contains the new Rest Stops, Hurston, and Lorville in order to get a head start on identifying issues that these new locations may introduce.
Platform: Turbulent
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SPECTRUM
SPECTRUM
On July 4th, the team deployed Spectrum 3.8! This build is now available to everyone and contains the latest features: Friends, Notifications, Quick Access Sidebar, and Message of the Day. You can sort friends by status or alphabetically and see information about their activity. You can also group friends by common orgs. Including pending friend requests, you can now have a maximum of 800 friends.
“Your in-game friends will be linked to your Spectrum friends in the future. Currently, your Spectrum friends list and the list of your friends in-game exist independently. When the game integrates the Spectrum friends system, your in-game contacts will not be copied to over. You should use this transition period to add your in-game contacts to your Spectrum friends list.” – Spectrum Team
Additionally, they refined the Settings page and slightly altered the display of embedded media in messages. Also, the member profile popup can now be accessed from the blocked users list by clicking on a member’s avatar.
After this major release, they deployed 3.8.1-rel.7 with minor bug fixes. You can refer to the Spectrum Knowledge Base for further details on using the new features
RSI PLATFORM
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CitizenCon Microsite: Turbulent launched the CitizenCon microsite this month. The new microsite serves as the information hub for everything CitizenCon. From here you can purchase tickets when available, read more about the wonderful city of Austin, and plan your trip to CitizenCon. Eventually the microsite will contain information about the event, including the presentation schedule and the live stream itself. Stay tuned to keep up on the latest details for CitizenCon.
RSI Apollo: Turbulent supported the release of the RSI Apollo, which included a mini-game designed by CIG’s Oliver Hughes and Sam Child. The game was a homage to King Kong, a game Chris Roberts developed as a teenager. Players that achieve a high score of 100,000 points receive a special Guardian Angel Badge and are entered into a contest to win an RSI Apollo package.
Free-Fly: The team updated the page design and interaction for upcoming free-fly events. Stay tuned for the next chance to participate in a Star Citizen Free-Fly!
SERVICES
Group: Turbulent continues to iterate on Group services and are currently working on a feature that generates a claims token. This token can be used by other services to validate group membership, permissions, and the ability of a user to join. They additionally worked on a series of tests to increase stability in the code base as services continue to grow.
VOIP/FOIP: The Backend Team collaborated with the UK Audio Team to build voice services in-game. They overcame a huge hurdle by successfully piecing together a prototype with one user in-game having a conversation with another on a web platform interface.
Community
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COMMUNITY
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Scan, Fracture, Extract. The community was hard on the rocks and dug deep during the past month. While Prospectors were busy mining, the team didn’t stop after introducing this gameplay feature with the 3.2 update. The recently released 3.2.1 patch brought reduced mission spawn timers, ship cannon changes, turret improvements, and more. Have you had a chance to check them out yet? Jump into the game and share your feedback with the developers on Spectrum.
The RSI Apollo was revealed as the latest concept ship, filling the gap between the Cutlass Red and the Endeavor for all medics-to-be. Learn more about the space doctor career path by checking out The Shipyard post covering medical gameplay as it works today and how it’s envisioned for the future.
The team celebrated the introduction of the Origin Jumpworks 600i with a video contest that asked content creators to devise a commercial for the luxurious ship. As shown countless times, the Star Citizen community has a wealth of talent and passion that delivers amazing videos, and they didn’t disappoint this time either. The quality of the submissions was mind-blowing, and the team wants to thank all the participants for the work and time put into creating the videos.
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The Community Team has been planning a wide variety of activities for this year and next that are, of course, coupled with sweet prizes. So even if this contest wasn’t for you, there’ll be more exciting opportunities to leave your mark in the Star Citizen universe. Outside of these events, the team is glad to see more players sharing fantastic content and are proud to regularly highlight them. FPS battles, trouble at CryAstro, mining challenges, and races were all featured this month. The team can’t wait to see what August will bring.
Cloud Imperium Games will not have a booth or presentation at Gamescom this year, but some team members will be visiting the show in Cologne, Germany, from August 22nd to 25th. There will be a variety of activities and opportunities to meet up during the week, so keep an eye out for future announcements. While they’re excited to meet you in Cologne, don’t forget that CitizenCon 2948 is almost here, too! After launching the all-new CitizenCon website, where you can find all the event info, the team continued to plan for what promises to be an unforgettable event.
Conclusion
WE’LL SEE YOU NEXT MONTH…
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aryapathak-ls25-blog · 7 years ago
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Week 14: Alt-GAMING
Elisa!!! :) 
GSI elisa’s focus has been on internet art and making work on and through the internet 
her work explores gender, sexuality and labor in relation to technology and internet 
taught at RISD and Brown before she came to Berkeley! 
some problems: free labor, big data, etc. 
did the MFA program at RISD 
Archive Fever: night before midterm, she took all her browsing history until her computer crashed, and then link after link is plaid back in chronological order.. there was soothing music in the background 
-she trellised there were different trends and the cluster of data was able to give herself and others and idea about herself… at the time she was very interested in the narrative qualities of video montage but now it reads in an entirely different way… its interesting how the project and the way people read it drastically changes depending on the political climate 
- she’s still selling her data on a flash drive online because she was interested in the whole idea of selling your data on line just like companies like Facebook do today 
-started to receive warning from eBay about how she was putting herself in a “vulnerable” position 
 need ideas!?! PLZ!!
just a bunch of videos of youtubers talking about how they don’t know “what to do” or about how they need “video ideas” and then the youtube ask their viewers what to make… like whether or not they should sing, what they should talk about, whether or not they should make make up vids… they also ask viewers to “subscribe, comment, follow, etc.” 
Labor of Sleep, Have you been able to change your habits? (2017) 
touches on how sleep has been a new behavior from which data and other things are exacted…. basically sleep used to be something that was the last known method of shutting down and being unproductive but now sleep apps allow our sleep to produce something fruitful! 
continuation of archive fever project in the sense that it examines how we are more and more viewing humans and things that produce classes of data… we are perceiving ourselves in a more quanitifiable way
-if you are on the whitened website during the time or sunset/sunrise in new york, the website is interrupted with her art project 
techonologies of care- the projective is documenting how effective labor (a time of immaterial labor that effects and modifies emotions of consumers/ viewers) is being outsources to computer… i.e. workers on line can perform micro tasks like designing loiece was censored in the backgos/labels, pretend to be bf/gf online, 
-workers on these platforms are usually from non-western countries with problematic economics and inflation (so maying low amount of dollars may look good to them), very cheap labor, etc…. most importantly for elisa, most of these works were produced by women… elisa interview 70-80 workers and selected 10 for the final projects. they all wanted to be anonymous so elisa abstracted their images with geometric shops 
when the towel drops- project done by a collective that elisa is in with one ugandan artist and one indian artist  called radha may 
the research started in italy, next phase in india, last phase in south africa 
she visited the national censorship archive of ital- all films in italy are first reviewed by a state review board. 
-they did a montage of all the censored scenes and presented in italy.. at the same time someone read why the clips were censored... ex “women showing pleasure 
Wednesday: Porpentine Heartscape 
Porpentine Charity Heartscape - “Oakland based new media artist, video game designer, writer and curator primarily a developer of hypertext games and interactive fiction mainly built using Twine. In conversation with artist Elisa Giardina Papa”
sticky zeitfeist-the game is about girls who are animals and girls who are robots… collaboration with her friend from canada. there is a lot of music from transgendered artists. she gets bored with one thing, so the game is constantly changing, 
glitches are the second best part of making a game.. the best part is not having any glitches lol 
she also made another game for a contemporary art museum in chicago, very simple game 
she’s interested in repetitive, pattern work 
-foldscape = a game made out of posters 
she’s also really interested in how the speaker/presenter in a game can mutate the entire game 
another game asked people to draw things, for example. “a symbol of the new year  
this world is not my home- collaborative project where her collaborator added music &  where they turned their game into a portal like exhibit 
tiny bubbles exhibit in SF-> 
to her, feeling always matters more than physical form 
JOURNAL ENTRY
I’ve been in Elisa’s discussion section all semester and I had no clue that she went the #1 design school in America, and that she’s already had her work shown at various famous museums like the Whitney! I’m not surprised but I was surprised she never talked about her work in discussion before. The first piece she shared with us was Archive Fever. It was pretty funny to see what peoples’ reaction were when she tried to sell her own information on line. She got messages warning her about the risks of sharing her personal information online, which is ironic since most individuals use still such s Facebook, which we’ve just found out might not be as safe as we think! I also really loved her second piece, titled, “need ideas!?! PLZ!.” I’ve never been a huge user of any social media asides from twitter, which mostly consists of 240 character tweets that make me laugh, so it’s interesting to me that kids really care about the number of likes they get online. When reflecting back on the piece, I couldn’t help but feel sad about the direction of where this so-called form of “art” is headed. When I think backk to some of my favorite presents, like Barbara Hammer, Chip Lloyd, and Lynn Hershman-Leeson, I remember being amazed at how many ideas they had lined up in their head and ready to bring to fruition. Call me old fashioned, but I really enjoyed these presenters, not only because of the amazing work they produced, but because it was genuine and they’d truthfully believed in the whole project from beginning to end. For example, Chip Lloyd had to literally jump through hoops and get so many random permits just to blow up a bunch of TV’s! I feel like that takes real passion and self-realization that those kids will not learn if they are already taught at such a young age to just sit online a wait for people to tell you what’s cool instead of exploring/experimenting and figuring it out for themselves!! Lastly, my favorite piece was When the Towel Drops. I loved the idea of creating a montage of all censored scenes and reading why they were censored, just so people can understand how ridiculous it is that something like “showing pleasure”  is ok with the Italian government for men, but subject to censorship and considered too taboo to be shown on screen for women.
Porpentine Heartscape is a well-known, tumblr famous gamer and writer who is in conversation with Elisa. I’m actually really curious to see what both of them will collaborate on because they both have such different styles on interacting with audiences and working! I really admire Porpentine because she seems very sure of the direction she’s headed. I felt like her presentation gave a very holistic view of her work, but I didn’t learn much about her and her motivations for doing what she does. In fact, halfway through the presentation she just started putting up different games without really saying anything. But, she did indicate that he believes feelings matter a lot more than physical form. This definitely rings true in her work and it seems like the closest thing she gave as a theme or motivation behind her work. For example, one of her game, foldscapn, was made entirely out of postcards.  It was really cool how much she lit up when she found that boy that was obsessed with her game, and its really obvious that she loves what she does. She said that the ideal way she pictures someone playing her game is sitting in a messy bedroom with a box of pizza, and this seems like exactly the environment that some her fans would be in.
READING NOTES: Not much to say about this reading since its just archived reviews of A1 from different people, but I will say that these reviewers seem incredibly animated and loyal. It’s also very interesting how their ratings are in jibberish letters that seem like 
MULTI MEDIA: [DISCLAIMER- MUST DOWNLOAD ON ANDROID OR IPHONE TO PLAY]
http://hcsoftware.sourceforge.net/passage/
This links you to a game created by Jason Rohrer called Passage.  Passage was one of the first experimental games to really change peoples’ prospects and persuade them to decontextualize video games as an art form. Elisa and Professor Skoller have both probably already heard of Passage because It’s apparently one of the most famous and influential experimental games, but I thought it was one of the coolest things I’ve played. In fact, in 2012, it earned one of the 14 coveted positions in the MOMA’s permanent video game collection. The game is unique because there is no tradition plot. Hopefully this doesn’t spoil the game, but the game is supposed serves as metaphor for the human condition. Players LOVE the game, and many people said they were very emotion and/or they cried afterwards. 
https://www.commonsensemedia.org/game-reviews/passage
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