#successful anniversary campaigns
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racheldrawsthis · 1 year ago
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💼 ELEVATOR HITCH X MAKESHIP PROTAG PLUSHIE PETITION ✂️
Happy 1st year anniversary of Elevator Hitch! Thank you everyone for all the love and support towards the game, it's been a one hell of a year and here's to many more! (If you don't know about the game yet, go play FOR FREE on itch.io!)
To celebrate the occasion, PROTAG PLUSHIE IS NOW REAL!!! or well that's not true . He's not technically real yet but he WILL be with YOUR HELP!
💥 If we can reach 200 PLEDGES ($2 USD=1 Pledge) in ONE WEEK (Before OCT. 5 ends), the official plushie campaign will begin! 💥
The plushie itself will be $29.99 USD, but it's just ✨ $2 USD ✨to let Makeship know how many people are interested in having a Protag Plushie and to move on to the actual production! If the campaign is successful that initial $2 will be taken out of the full price later when the plushie's actually made and sent to you!
If the petition fails you'll get a 👍 FULL REFUND 👍 so absolutely no risk for you guys!! 
HELP US BRING PROTAG TO LIFE BY PLEDGING IN THE LINK
https://www.makeship.com/petitions/protag-elevator-hitch-plush-plushie
and if you're not getting one for yourself, please help us share the news around to the people who might be interested!
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foxglovegames · 3 months ago
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Trouble Comes Twice - the Postmortem
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We celebrated Trouble Comes Twice's anniversary around a month ago! We'd hoped to post this postmortem back then as well, but it's taken us a moment to find the right words haha.
Anyway, we hope that this postmortem can give our players and other visual novel devs some insight into what the development process looked like for us. It's also a great way for us to look back at what went well and what went less well.
We'll be taking about the ideation phase, our (lack of) marketing for the Kickstarter, and also sharing (what we can) on our earnings from the game!
Coming up with Trouble Comes Twice
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The original tone of Trouble Comes Twice was a lot more comedic and packed to the brim with anime tropes we enjoy. Most didn't make it into the final game, but some stayed and evolved e.g. all of the love interests are based on popular visual novel archetypes - the childhood friend, the tomboy, the shy girl, and the bad boy. 
Some, like Cameron and Zoe, changed a lot from their concept while Adrian and Stephanie stayed quite loyal to our original ideas of them. Cameron's character actually underwent the most changes after the initial reception to the demo, where a lot of people felt like he was too much of an ass haha. (Fortunately, he became a fan favorite when we dropped the new demo!)
The premise with the bet was something we invented to create some drama and establish a common plot thread throughout each route. Honestly, looking back, we would probably have approached the bet differently if we wrote it today and a lot of our pre-planning was... clumsy, at best. Still, it was a labor of love and I'll never forget the fun and excitement we had everyday balling ideas for the characters and coming up with their designs.
As Melli and I are just writers with limited coding experience, we worked with a past game jam friend to code the GUI and set up the base for the game (though the actual scripting was done by us and Melli put everything together in the end). Our biggest expenses pre- and post-demo was the character art and CGs, meanwhile we relied on free music and BG packs to save money.
Why a bisexual romcom?
So, this was sort of a no-brainer to us. We had decided right from the start that both twins could date both the male and female love interests, and (at the time) we feel that a lot of similar games had playersexual MCs rather than established bisexual/pansexual MCs. While playersexual charas are also awesome, we wanted to write a romcom where the main cast are always queer regardless of who you end up romancing. 
At the same time, bi/pan people don't all approach romantic relationships the same way e.g. Cameron is confident and has experience dating people of all genders, while Adrian's demi and Jace still struggles a bit with his attraction towards men. We know that some of our players felt like that made certain routes less romantic than others and we hear you on that feedback and have 100% taken it into consideration for our future romance games. But anyway, that was our thought process behind Trouble Comes Twice's romance dynamics!
Preparing for Kickstarter & the actual Campaign
Our Kickstarter launched at the start of August and let me tell you, we were nowhere near as prepared as we should have been. 😭 We hadn't set up a Steam page yet, we were trailer-less, and we only had a couple of hundred followers across our socials at best. I feel that there's a lot more successful Kickstarter projects to refer to and even a lot of marketing guides and advice now, but mostly it's on us for not researching more. 
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The Kickstarter campaign did surprisingly well despite the lack of promotion and only having a rough alpha demo - we were even able to double our goal! - but we  wouldn't recommend what we did for other devs.
You should invest time into making a good demo, spend time building an interested audience before launching your campaign, and research so you've got some kind of marketing plan. We were lucky with word-of-mouth and that other visual novel devs with larger followings helped share our game, but we should have made more effort reaching out to bloggers, streamers, and game sites. Some crowdfunding successes may seem like they came out of nowhere and were just pure luck, but there's usually a lot of grinding behind-the-scenes that you don't notice.
The post-Kickstarter era, at least for us, was the harder bit. We now had 353 loyal backers who had expectations based on promises we had made and we had to make sure we met those expectations while also staying true to our wants as the devs. It was a learning process for sure, but we're fairly proud that we always did our best to keep our backers in the loop. It's frustrating to write an update explaining that the game has been delayed again, but backers are more open to being understanding than you think as long as you communicate!
A tip we'd give to new devs considering Kickstarter: Don't overestimate what you can do, but overestimate what you need. There's always hidden costs, unexpected taxes/fees, and other unknown obstacles that might eat up your budget. In our case, we made enough to make the game as planned, but had to change CG artists around halfway through development which meant our original budget didn't cut it anymore. Fortunately, we had earned a decent amount from our Patreon and pre-orders that we were able to use to complete the CGs, but that isn't always going to be an option for everyone and that also meant we were unable to use that money ourselves. (We didn't take any money from the original Kickstarter campaign, so whatever was earned through patreon and pre-sales was our only "salary" at the time.) 
Writing the game
Writing is, for obvious reasons, one of the most important parts of a visual novel. Melli wrote Jace's routes and I wrote Hazel's routes, which removed some pressure off our shoulders compared to trying to write over 300,000 words all on our own. 
It's fun working with another writer, but there are also some unique issues and considerations that come up when you're writing a game with two protagonists split between two writers. Especially because at the time, there weren't many visual novels with a similar set up to refer to.
The main things we learned, were:
Consistency. We wanted each couple to have their own dynamic, but the characterization needs to remain consistent between routes. You don't want Adrian in Jace's route to feel like a totally different character in Hazel's route. Additionally, we had to be careful that the tone and writing style of the protagonists' POVs still felt like you were playing the same game. Some routes can be more comedic than others, but we've got a problem if Hazel's routes are all (unintentionally) more serious/angsty in tone than Jace's or vice versa.
Watch out for your word count! Longer does not always equal better and writing eight routes, we had to put some restrictions in place. Even when writing on your own, it can be tough to guess how long your story should be, and it was important to us that the routes were roughly the same length so that none felt more "canon" than the other. However, with two writers who have different writing styles and ways of planning, it was tricky to compare our outlines and we struggled at times when it came to matching each other's word counts. Moving forward, we're probably going to be more lenient when it comes to word counts - some routes have to be longer than others, it doesn't mean that route is automatically more "important". We're also doing more regular meetings and frequent check-ins to make sure we're on the same page. In the future, we hope that should save us a lot of trouble when it comes to pacing! 🙈
Balancing your own wants with the wants of your players. In theory, these overlap most of the time. But making a commercial game (that people had already "bought" through the Kickstarter), there is some pressure when it comes to meeting certain expectations. We can't always just write what we want and assume everyone else is going to love it, but we also don't want to neglect what we personally like. We had a survey for the beta where we were able to get regular feedback and a lot of helpful advice. We definitely want to continue with surveys in the future - they are a great way to gather opinions from different players and figure out what works versus what doesn't! 
We took on too many tasks outside writing that distracted us. This bit is sort of inevitable for indie devs like us. 😅 Working with a limited budget and limited resources, you just end up having to wear a lot of hats! We think we did quite well sharing these duties though, and moving forward (thanks to you guys) we can afford more hands on deck to help us out. 
Marketing
The bane of every indie game dev's existence... although secretly, I kind of enjoy marketing but don't tell anyone that!
Having learned a thing or two from promoting the Kickstarter, we spent more time researching games marketing but in the end, trial and error was the best teacher.
As we got closer to the release date, we were posting almost daily on social media and grew our Twitter to over eight thousand followers. We didn't have any viral posts, but we saw a consistent growing interest in our game and it was such a motivation boost to see comments from potential players being excited for the game. We know a lot of devs have said that Twitter didn't help their game much but according to our stats, a decent number of our players found us through the platform. 
We saw less success here on Tumblr. Perhaps we haven't cracked the code here yet or maybe we're just comparing our numbers from Twitter unfairly! We're not hung up about it though, we love it here because it feels easier to connect with our followers and other devs there, and it's nice because we're able to write longer posts like this one! 💓
Aside from posting on social media, we reached out to several streamers and some bloggers prior to release to send them free game keys. 
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We also commissioned some art from other artists to share, as we obviously couldn't reveal ALL our CGs before the release lol and visual posts tend to do a lot better in our experience. It was so much fun to see the characters in other art styles and we hope we can afford to commission guest art pieces a lot more frequently in the future!
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In hindsight, we definitely regret not releasing a trailer sooner! We underestimated how much interest a good trailer could garner and delayed setting up our Steam page because of it. Steam was the platform where we sold the most copies and most of our buyers found the game through Steam itself.
Also, posting your trailer on youtube adds another site where you're promoting your game so there's really no reason not to get that trailer done as soon as you can. 
Final Notes
After the initial stress, we were pretty happy with our release! Although there were some things we would go back and change if we could,  that's just the nature of these kind of things. For the most part, we're proud of what we achieved and happy that we have learnt so much from Trouble Comes Twice that we can take into consideration for future projects.
We can't share exact numbers, but we wanted to open up a bit about our earnings for the game to help other aspiring devs: As of writing this, Trouble Comes Twice has earned close to 85,000 euros. This counts our profits from 2020 to now (the Kickstarter, Patreon, pre-sales, and actual sales). Removing fees, taxes, the salaries of our talented artists and other freelancers, as well as the money invested into our next game, our personal pockets did not see anything close to those numbers. But we're super proud of how much our little game has made and so grateful that it's allowed us more creative freedom with our next title! 
So, what's next?
You might have heard but for the past year, we've slowly been working on the demo and upcoming announcement for our next visual novel:
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A 17+ supernatural neon-noir romance game about monsters, love, and other horrors. 
Play as vampire detective Circe (female protagonist) or hellhound cop Dante (male protagonist) and delve into the mysteries of North Haven, where demons, vampires, and supernaturals hide in plain sight among humans.
The game features six routes, with three romance options available to each protagonist. Dante only has male romances and Circe has both male and female romances. 
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The game tackles a darker, more angsty tone compared to Trouble Comes Twice. Still, we hope that those who decide to check it out will enjoy it! We plan to announce the game this coming Autumn. Follow our Twitter (we're still not calling it X sorry) or Tumblr to stay up to date.
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dreaminginthedeepsouth · 11 months ago
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Promises Kept.
January 5, 2024
ROBERT B. HUBBELL
When Joe Biden declared his candidacy for president in 2019, the nation was bruised, battered, and divided by three years of Trump's unrelenting chaos and carnage. During Biden’s year-long campaign, Trump plunged America into darker waters as he tried to extort Ukraine into fabricating lies about Joe Biden and his son. Trump then engaged in gross dereliction of duty by mishandling the nation’s response to Covid, ultimately resorting to lies and quackery as the death toll mounted.
Biden stepped into the breach, promising “to restore the soul, honor, dignity, and decency” of America. In word and deed, Biden has kept those promises—despite virulent and violent opposition by MAGA extremists who sought to prevent the peaceful transfer of power—and who still seek to destroy our democracy today.
Historians may view Biden’s greatest success as the restoration of normalcy, decency, and rationality to the executive branch of the US government. Biden’s legislative accomplishments are historic and will be an enduring legacy standing alone.
Identifying Biden’s legislative successes is easy; identifying the depth and breadth of Biden’s restoration of decency and rationality is more difficult—because living in a normal frame of reference is subtle and ineffable. It infuses every aspect of democracy and political discourse. It is the absence of chaos, it is not waking up every morning thinking, “Oh, God. What has he tweeted now?”, and it is not hearing every governmental action re-interpreted through Trump's lenses of narcissism, delusion, and insecurity.
Joe Biden acts within a rational political framework. His policies can be praised or criticized because they exist (in writing) and reflect the reasoned judgment of Biden and his staff after a period of reflection and debate. They are not made up “on the fly” in response to reporters’ questions shouted over the noise of helicopter rotors.
The return to normalcy, decency, and dignity is neither sexy, compelling, nor “made for TV.” But it was precisely what the nation needed after the chaos of Trump's tenure as president. Joe Biden kept his promises. For that, we owe him a debt of gratitude that we must repay in 2024.
On the eve of the third anniversary of January 6, Biden is launching his 2024 campaign in earnest. In a political ad previewed on MSNBC, Biden said that he is making “the preservation of democracy” the centerpiece of his campaign. In the ad, Biden says, in part,
All of us are being asked, “What will we do to maintain our democracy?” History is watching. The world is watching. Most importantly, our children and grandchildren will hold us responsible . . . .
A campaign theme of “preserving democracy” is neither sexy, compelling, nor “made for TV.” But it is precisely what the nation needs as it stares into the abyss of a second Trump term as president.
I have heard from dozens of readers this week who are disappointed with Biden’s responses regarding immigration and the war in Gaza. Some have suggested that they will not vote or will vote for a third-party candidate. Both of those options are the functional equivalent of voting for Trump.
The freedom to criticize the president is a privilege of our democracy guaranteed in the Constitution. We can debate presidential policies only if we have a democratic frame of reference within which to hold those debates.
That democratic frame of reference will exist under a second Biden term. Under Trump, the democratic frame of reference will be replaced by a simple test: Does speech praise Trump? If not, the speaker will act at their peril. Trump’s vigilantes will threaten the speaker, and state and federal agencies will pretend the threats are harmless jokes or over-exuberant expressions of loyalty to Trump.
The threat of vigilantism to punish speech is not hyperbole. As we approach the third anniversary of January 6, elected officials who criticize Trump or apply the law to his unlawful conduct are being deluged with death threats. They are being “swatted” by sick individuals who call 9-1-1 to make false reports of crimes in progress—resulting in the deployment of armed emergency responders to the elected officials’ homes.
Like Joe Biden, Trump has made promises. He has promised his followers that, if re-elected, “I will be your retribution.” He has also promised that he will be a dictator “on day one” if he is elected to a second term.
Joe Biden has kept his promise “to restore the soul, honor, dignity, and decency” of America. We should take Biden at his word that he will work to preserve democracy if re-elected in 2024.
As with Biden, we should take Trump at his word: He will exact retribution and act as a dictator on day one of his second term.
The competing promises of Trump and Biden tell us everything we need to know about the choice we face in the 2024 election.
Concluding Thoughts.
The choice between presidential candidates in 2024 could not be starker. There is no ambiguity, nuance, or grey area. We must help Joe Biden communicate that fundamental difference and help people understand that the choice in 2024 is not about policies or the economy. It is about democracy—and whether we are for it or against it.
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utilitycaster · 2 months ago
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Given this campaign’s ups and downs and the current slate of CR programming, I’m curious what your outlook is on CR’s overall creative direction, especially going into a big anniversary? I mainly ask because you don’t seem to get bogged down in weird conspiracy theories about CR as a company nor do you act like CR producing other side projects is the root of campaign 3’s issues (like many disgruntled fans seem to - mostly reddit bros obsessed with viewership proving their points). You also seem to know your shit when it comes to creative direction in TTRPG content and have well founded critiques and complaints. 
I personally think a lot of what they've been doing is interesting, but I do sometimes wonder if I’m just prone to wanting to like what CR does because I'm a fan and want them to do well.
Hi anon!
First, thank you so much. I do not in fact know my shit re: creative direction and while I don't want to put them on the spot, several of my mutuals DO have considerably more knowledge of creative direction and production considerations than I do. They are just also better at keeping quiet and hedging their bets than I am. Anything I say that is correct re creative direction comes from a combination of avid reader who likes to analyze fiction/project management experience/common sense.
Honestly? I don't know if they'll do a campaign after this one (and it's possible they'll wrap up C3 before the 10th anniversary) but I think that the reason C3 is like this is because of the demands of a campaign that incorporates EXU Prime and past campaigns and the moon plot. I think Matt needed to run this the way Brennan runs D20 seasons and the cast was also expecting a campaign with the more open plotting of C1 or C2, and no one realized this until pretty far into the campaign. It is not too late to stick the landing of a messy campaign, though it's also not too late to totally fuck it up; but I think (and, to be fair, hope, because I'm also a fan and want them to do well) that the issues of Campaign 3 are contained within Campaign 3.
Part of why I think that is because the "side projects" have for the most part been successful! TLOVM looks great as does what little we've seen of the animated Nein series, the Daggerheart one-shots have been fun, I've loved Candela Obscura, Calamity and Downfall have been incredible, and while they're a lot more hands off with Midst what the cast has been involved with has been stellar. I do not think they are creatively tapped or exhausted and indeed had any of the above not been as strong I'd probably be easier on C3 since I would think it was a case of overextension. But as for C3, I think they just underprepped for a campaign that needed much more prep and awkwardly got stuck in it.
If they wrap up C3 a few months before the 10th anniversary and plan to do a fourth campaign, I'd say that would be a great time to announce it (though I'd recommend taking at least 3 months off if not more, as they have in the past). If it's still going or has just wrapped up, or if they don't plan to do a C4, I'd use that to announce an EXU or maybe some Nein show news and save that announcement for later.
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ekrixart · 1 year ago
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Happy First Anniversary of Elevator Hitch!!!
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In honor of the anniversary we've started a petition with Makeship to support the launch an official plushie campaign!!
With the petition 200 pledges of $2 are needed within ONE WEEK to start the campaign,
The plushie itself will be $29.99 USD, but it's just $2 USD to let Makeship know how many people are interested in having a Protag Plushie and to move on to the actual production- If the campaign is successful that initial $2 will be taken out of the full price later when the plushie's actually made and sent to you
Support the petition using the link below
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heartmachinez · 1 year ago
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CELEBRATING 10 YEARS OF HEART MACHINE
A Decade of Creativity and Community
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A decade ago, we began a journey that would lead to the birth of Heart Machine - a game studio committed to crafting immersive, vibrant experiences that resonate with players on a profound level. As we celebrate our 10-year anniversary, we reflect on our history, achievements, community, and the exciting future that lies ahead.
THINKING BACK
Glitch City, Kickstarter, and Hyper Light Drifter
In 2013, we took a leap of faith and launched a Kickstarter campaign for our debut project, Hyper Light Drifter. Little did we know that this campaign would not only secure the funds needed to bring our project to life, but also ignite a beautiful connection with supporters, players, and community members who believed in us from the outset.
Fueled by a need for camaraderie and knowledge, we spent those early days of Drifter’s development as a part of Glitch City, a then-small collective of independent game developers, artists, and creators all working together out of Alx’s basement. Those early days and (often) sleepless nights vision were critical in defining our design philosophies, studio culture, and grassroots community connections - setting the stage for what was to come.
Our Heartfelt Gratitude to Our Early Contributors
To date, thanks to the incredible support of our community, the Kickstarter for Hyper Light Drifter remains one of the most successful game projects on the platform. It smashed through the initial funding goal of $27,000 and ultimately raised over $600,000.
To our early backers who believed in us and our vision, and those fellow devs who helped us through endless rounds of playtesting and feedback, we extend our deepest gratitude. Your unwavering support enabled us to bring our dreams to life and emboldened us to continually push the boundaries of game design.
Special shout out to core Drifter team members: Alx Preston, Beau Blyth, Teddy Dief, Casey Hunt, Rich Vreeland, Akash Thakkar, Sean Ward, Lisa Brown, and Cosimo Galluzzi.
The critical reception following the release of Hyper Light Drifter was incredible - beyond our wildest expectations. We never could have anticipated the accolades and recognition it received, or the impact it made on players far and wide. It was humbling, and affirmed our dedication to continue to make great games to share with the world.
Moving Into a New Dimension
We started development on Solar Ash about a year before the multi-platform release of Hyper Light Drifter. Early on, we joined forces with Annapurna Interactive, whose expertise and resources facilitated our exploration of 3D game development. Over the next five years, Annapurna's support played a pivotal role in bringing this ambitious project to fruition. The vastness of the game's ethereal landscapes and fluid movement mechanics opened new avenues for worldbuilding and storytelling.
To date, Solar Ash continues to engage new players and inspire returning ones to create beautiful works inspired by the game. It is following in the footsteps of its predecessor and is now available on a a wide array of game platforms for a worldwide audience.
All of the positive reception that followed Solar Ash’s release proved that our community was ready to continue along this new aesthetic path with us. Just as Drifter smashed through its initial Kickstarter goals,  we are poised to once again smash the boundaries of possibility with our upcoming projects.
HEART MACHINE TODAY
Reimagining a Familiar World
As we celebrate our 10-year milestone, we're thrilled to now be well underway with our newest title set in the familiar Hyper Light Universe. This new project, Hyper Light Breaker, builds upon the foundations we've laid, evolving our creative vision in unexpected ways.
A Shared Journey
Our journey would not be complete without acknowledging the invaluable contributions of our community. From community leaders who pave the way forward with creativity and kindness, to creators who challenge us with incredible skill and passion,  to modders who continuously breathe new life into our games, to wiki writers who meticulously document every detail, to speedrunners who push the boundaries of possibility – you are the heartbeats that keep our worlds alive.
Over the years, we've had the privilege of connecting with our wonderful community at conventions and events across the digital and physical world. These gatherings allowed us to share our passion, hear your stories, and learn from your insights. Your presence and enthusiasm continue to inspire us.
We’re so grateful to: Polare, Lukas, Durtle, Clark, Yrrzy, CornMayor, Aza, Andreas, Conscy, Perfectly Mediocre, Thunderbrave, Bryonato, Utsu, NicowithaC, Covert Muffin, Sylvi, among many many others who make our work worth doing.
Our Company Vision
At Heart Machine, we've built more than games. We've cultivated a company culture that values kindness, inclusivity, and pushing the envelope. Our mission has always been not only to entertain but also leave a lasting impact. This dedication has enabled us to support and grow a thriving studio of some of the most talented, thoughtful, and fun people in the entire industry.
Our ethos revolves around fostering a work environment that prioritizes professional advancement, mental and physical health, and employee happiness. This commitment takes shape in various dimensions of our culture. We proudly offer Heart Machine University (HMU), a collaborative peer-teaching initiative where we cover everything from how to LARP or make sculptures out of driftwood to environment, concept, and tech art techniques. We also organize activities like group gaming and anime sessions, provide access to networking and learning resources, and support social and charitable initiatives to reinforce our team’s sense of purpose. As a studio, we strive to hang our culture on a framework where each individual can flourish and achieve their own growth and learning goals.
It’s no accident that the trajectory of these past 10 years has led us to forming the team we have now. We have always and will continue to adhere to our culture of high quality standards, emphasis on creative innovation, and heart-first leadership practices.
LOOKING AHEAD
As we stand at the threshold of the next chapter, we're excited to announce that Hyper Light Breaker will be arriving in Early Access in 2024. This project represents our ongoing commitment to pushing boundaries, taking risks, and creating experiences that captivate and challenge players in our specifically unique ways.
Beyond Hyper Light Breaker, we have other projects currently under wraps that will continue to define us as a studio. We can't wait to share these journeys with you as we forge into this next decade.
Thank you thank you thank you for joining us on this incredible ride. Heart Machine wouldn't be the same without each and every one of you. Here's to the many more adventures that lie ahead!
With love and gratitude,
The Heart Machine Team
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hexeosis · 1 year ago
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🎬 "hx-01" NOW STREAMING ON YOUTUBE! 🎬 The wait is finally over! As part of hexeosis 10-year anniversary celebration, i've uploaded "hx-01," our 36-minute-long video from 2016, to YouTube for everyone to enjoy! 🌟✨
This mesmerizing and trippy journey is now available exclusively on our channel for FREE. Dive into the world of hexeosis and experience the unique blend of art, geometry, and psychedelia that defines our brand. Grab your popcorn, get cozy, and prepare to be captivated by "hx-01" on our YouTube channel today! 🍿🌀 #hx01 #hx01onyoutube #hexeosis10years #youtube #psychedelicart
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rainbowsky · 9 months ago
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Here's a bit more fandom history for everyone.
It's been a long time since I've heard this incident talked about, but I guess turtles are reminiscing a bit about the kind of things GG's fans subject him to, and this has come back up.
Back in 2019 when GG was in Nanjing for The Untamed fan meet, a hotel staff member left this adorable Jianguo pillow with a little note 'from Jianguo' wishing him success with the concert. GG clearly enjoyed it because he posted it on his Oasis.
At first shrimps were enjoying it because they assumed it was a shrimp who'd done it, but when they realized it was a turtle they freaked out and launched a major cyberbullying campaign against the turtle and flooded the hotel with hundreds of phone calls complaining and trying to get her fired. Some of them threatened to keep calling the hotel every day and overwhelm the phone lines until she was fired.
GG had no choice but to delete the photo. He replaced it with a solid black image, and put the line, "post whatever you want" in his profile.
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Just imagine how awful he must have felt, that his fans attacked and harassed a sweet fan who'd made him a lovely gift, nearly getting her fired - all from a post he made showing his appreciation for this cute, thoughtful gift.
If you wonder why GG and DD don't acknowledge turtles and why GG hasn't mentioned XFX by name in years, this is a bit of a clue as to why. GG especially has a lot of reason to be wary of being too personal and open with fans (and no doubt 227 didn't help with that at all). GG and DD know that acknowledging turtles will only harm them and lead to more hate and war from solos.
And GG has repeatedly said - including in his statement on the anniversary of 227, which was the first time he made a direct personal statement about it - that he doesn't believe anyone should identify as "I am ___'s fan."
"I want to tell my fans, everyone has the right to like and hate. No matter if you like or hate, it should be respected and allowed in their own spaces. Of course, this right should be based on rationality and not hurting other people, while following accurate values. I hope that my fans can understand that no matter what field or age, your personal likes and actions shouldn't cross the line or go against that field's ethics or morals. No matter if it's on the Internet or in real life, everyone should be responsible for their own actions. Even more, hope that none of us should be represented by the label 'xxx's fan.'"
GG realizes something that XFX can't seem to get through their heads: when you speak of "fans of Xiao Zhan," that is not synonymous with "XFX," no matter how much they would like everyone to believe that they're his only fan group. Actually, turtles are GG's fans also, as are all people who love and support GG, regardless of how they identify themselves and regardless of how deep or casual is their appreciation for him.
So pretty much ever since this era, and especially after 227, you never hear GG refer to his solo fandom by name. And I don't think that's because he has contempt or disregard for them (although I don't doubt he must harbor 'feelings' about everything they've put him through), rather I think it's because he wants to be inclusive toward all of his supporters, and not let it be thought that he doesn't appreciate everyone, regardless of 'affiliation'.
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fishsticxz-art · 2 years ago
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here’s a character sheet my friend @grave-cleric commissioned from me as a surprise anniversary gift for her playgroup! it includes some central symbolism and themes of the campaign, along with something symbolizing all the party members... as i heard, the operation was a success and they all loved it!
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brickcentral · 8 months ago
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Review: LEGO Ideas 21348 Dungeons & Dragons
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After many Lego Ideas attempts and a massively successful Ideas challenge campaign, Lego is finally releasing a set to celebrate the 50th anniversary of Dungeons and Dragons. The winner of the challenge, Dragon's Keep: Journey's End, designed by BoltBuilds, was selected through an exciting fan vote. Although the set is not an exact copy of the submission, which is to be expected, it delivers an incredible experience.
The sets presents itself like a One-Shot Adventure. There is a QR code with a link in the build instructions to download the adventure, with pre-designed characters and a few scenarios to feed the adventure. There is a brief description on the monsters and the characters and some intro to the Dungeons & Dragons history. Full disclaimer, I haven't had my hands on the actual adventure that comes with the set (the code does not work yet), so this is mostly based on intuition and guesses. I will try my best to avoid any spoilers.
If you are a DnD player, or even more a dungeon master, building the set itself is pure joy. As you go along creating the parts of the set, you also go along building secrets, treasures, traps, monster hideouts... No brick is placed randomly and there is a purpose for even the smaller space. You feel like you are preparing the stage for your players.
The heroes and the NPCs
The adventure comes with four pre-designed heroes: A Dwarf Cleric, a Gnome Fighter, and Orc Rogue and an Elf Wizard. All three come with two different heads, male and female, with the exception of the orc that just has two different expressions. They are customizable up to a degree, including weapons and spells.
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Besides the heroes, we have two NPCs: the innkeeper (also two heads for male/female) and a green dragonborn, which uses the head mould from the Vidiyo series.
The monsters
There is a surprisingly large selection of monsters in the set. A gelatinous cube (which was teased on social media), a beholder, an owlbear, a mimic (or two?), a displacer beast, a treant, two Myconid? (I'm not sure if that's what they are meant to be), several skeletons and a large red dragon.
The smaller monsters are all brick-built and very well made, in perfect proportion for the heroes and to fit inside the scenarios. The owlbear and the beholder however might be too big to put inside the buildings or ruins though, so maybe they will just appear in specific places, but both of them are gorgeous builds.
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The dragon itself is huge and beautiful, but delicate. I keep having to reattach the legs often when trying to pose it. The head also keeps looking down, since there is not much friction on the ball joint and the head is too big and heavy for it. And yes, there are printed tiles for the eyes! They are just almost impossible to see behind the horns.
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The scenarios
The set is divided into four different builds with their respective books of instructions: the inn, the forest/dungeons, the tower, and the dragon. All three have different styles and building techniques, so it makes the building experience entertaining. I'm not a fan of the blue/purple roof of the inn, but I agree that it needed a color pop to separate it from the rest of the build and the dragon.
All three are open in the back, to allow the players to move around. For a toy photographer, this gives the chance to shoot many different scenes. They are also modular and can be easily separated, I'm assuming to allow players to go around discovering each one individually as they explore the environment. On their own, the scenarios are small, so I'm guessing movement will have to be limited or counted by studs.
Everyone knows a good adventure starts and ends on an inn. Our heroes need a place to rest and prepare for the coming adventure, so I'm guessing this is where the adventure will begin.
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Some details will have to be described by the Dungeon Masters, otherwise I don't see how four players's heads can look into the tiny inn and say: "Hey, I want to investigate the chest, it looks interesting" or "That brick has a different color, I want to know if I can move it". It will also look very cramped if all four minifigures try to be in the same room investigating or fighting a monster.
There are already a few secrets on the inn for the more curious adventurers, and food and drinks for the more relaxed ones.
As they leave the inn they will most likely step into the forest, and from there, several paths can be followed. One could go through the ruins, or the dungeons, explore both, or find a completely new path to the tower (which I assume is the final destination).
On the way, there will be treasure to be found, weapons and spells, some potions... These are things to prepare for the upcoming final battle. But to get to those there will be monsters and traps and mysteries to be solved.
As with the inn, the space is very small to see and put all the players in, so the Dungeon Master must be very involved in describing and hinting so the players can be more successful at finding these secrets.
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Eventually, they would reach the tower where there is a climb up to the adventure finale. I don't want to show much there to avoid spoilers, but the same applies here. Secrets to be found and possibly the story will unfold into an unexpected conclusion.
Verdict
With a high price of 359,99€/$359.99 and 3745 pieces, it is a large and expensive set. But for both LEGO and Dungeons & Dragons fans, if you can afford it, this one is worth it. The joy of physically building the adventure and being able to play with the characters and monsters is for me what makes it so great.
I also believe that most of the scenes are rather a visual reference than a playing grid, it does feel small for four players to move around and still be able to see the surroundings, let alone have full battles in a few squared studs. But I'm more than happy to try!
I would also say that fans of medieval fantasy would probably enjoy the set, but perhaps some of the lore will pass unnoticed. However, for those who are not DnD or Medieval theme fans, it might not be worth it at all.
As a toy photographer, heavily invested in fantasy themes, I love all the different backgrounds and characters that come with the set. It feels like there are so many storytelling possibilities, so many moments to capture, and it has so much potential for modifications. You could add your own characters for the story, add a few more treasures and traps, or create your own adventure.
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thatmaxcontent · 6 months ago
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Modern AU Sanuso in a semi-real world? Sign me up :)
[AU RAMBLES DOWN BELOW! Not proof-read in the slightest :D]
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They're married and live together with their three dogs. Sanji started his restaurant at 24, living in a small apartment with his then boyfriend Usopp. The other had been doing jobs on and off before he started working on a passion project with saved money. They were pretty broke, up until an ad-campaign Usopp animated for the All Blue restaurant blew up with teenagers and young adults, leading to great growth and success for both the restaurant and Usopp's online store.
The All Blue restaurant expanded, but Sanji didn't open any new locations. From just a restaurant it turned into a hotel, still focused on its food with other services holding up well. The interior had been designed by Usopp, as well as the exterior, according to Sanji's wishes. On the location's 20-year anniversary Usopp and Sanji hosted an event where they told the humble beginnings of the restaurant, bringing in Sanji's adoptive father Zeff to give gratitude to the man who inspired it all. Day and night alike the event was wonderful. Once the married couple reached their comfortable home Sanji allowed his emotions to flow as he fell asleep in Usopp's arms, crying tears of gratitude and giddily joyful disbelief as Onion, Pepper and Carrot (their dogs) cuddled up with them.
Whenever Sanji takes days off and leaves the restaurant in charge of his trusty right hand woman, Pudding, he makes sure to rest himself body to mind. Usopp doesn't have that priviledge, as their home is his working place.
It was only in their thirties that Sanji really realised how much Usopp did around the house, being a stay-at-home worker and all. Every corner was always clean, clothes were washed, fridge and freezer were stocked with ingredients and necessities, dogs were fed, happy, walked and bathed, everything was always in order no matter how it seemed before. It was a norm, but one day as Sanji returned home the house was a little more unkept than usual. This was because Usopp, hard as he tried, could not get out of bed for the first time since teenagehood. From that day on Sanji, who got used to their perfect house, started truly appreciating who made it perfect for them all. He tried to pull Usopp to relax with him whenever he took his days off, realising quite fast the artist couldn't lay back no matter what. Always stiff, aware and awake.
Some time after that realisation Sanji took off a month, something he did a lot of arrangements and work for to make it happen. He convinced Usopp to take that month off as well, after almost a day of debating he finally gave up as they fell asleep on their bed together. Half of that month they traveled to France, to Sanji's hometown to stay at Zeff's. The other half they spent in Thailand, trying out new things and enjoying their time. They were supposed to go visit Usopp's hometown in his home country, but he really didn't want that so instead they visited a destination recommended by a friend and frequent traveler, Nami. After this vacation they returned home, and next time Sanji was talking Usopp into taking a day off with him it didn't take long for a short cuddle-session to start.
Usopp takes commissions every now and then, but mostly he animates shorts and passion projects. He sells his creations, artwork and tailored fashion online, he is also an author as a simple hobby with some published books. He is very often stressed, even though he works for himself he doesn't take kindly to free-time. Whenever he manages to relax, if ever, he prefers a plate of Karelian pies with some egg-butter on top to be by his side as he binges a show. Chugging water and pear juice, he thinks about fresh stories and new projects even while he's supposed to be laying back. The only things that can truly make him rest his mind are Carrot, Pepper and Onion spending time with him and Sanji being his silly Sanji self (which Usopp finds unbearably sexy in a non-sexual way for some reason).
Even though they've been married for 23 years (Sanji at 50 and Usopp at 48) the only thing that's changed is majority of their priority list. It's no longer "I want to spend all my time with you", rather "I want to savor and love you for each moment I have you". They have their own lives, own groups, own events, own plans, but the smallest things will make them get all lovey-dovey with each other.
"Starboy, did you vaccuum the mats?" Sanji would ask, and the moment Usopp replies; "Yeah, I found some spare time.", the older will be with his arms lovingly placed around the younger, drowning him in light cheek-kisses and sweet whispered nothings.
"Loverboy, did you buy this potted plant?" Usopp would inquire, and the moment Sanji replies; "Yes, I thought it could fill the place of the former one.", he is already watching as the artist cares for the plant before giving the cook a long kiss of gratitude.
They met at a vocational school in Finland, where Usopp was a second-yearer at 17/18 and Sanji a first-yearer at 19/20. Sanji studied at the Restaurant-Catering side, while Usopp was forwarding Art studies. Sanji graduated in two and a half years while Usopp had to stay up until four. It was at the end of Sanji's second year that he confessed to Usopp, he wanted to seem cool and romantic but instead stumbled on his words while they were spending time at a mall. They had both moved into Usopp's own apartment at around Sanji's first year, but now as they both returned it was different. Their dumb nicknames weren't so dumb anymore, but seeing one another naked was still as awkward (and uncomfortable for Usopp) as ever. Even so they felt comfortable enough to sleep next to each other that night (in the literal sense, nothing more 👽).
Sanji is in contact with his siblings, who were also adopted by Zeff, to this day. Usopp sometimes looks at old videos of his biological father's, Yasopp's, Olympic Records and other sports performances. Though he keeps a picture of both an archery and sharp-shooting record Yasopp still holds the gleam in his eyes isn't exactly happy whenever that unfamiliar face enters his vision.
I love these two very dearly :) almost as dearly as they love each other 💕✌️👽✨️
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starscape724 · 5 months ago
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Why Splatoon means so much to me - a longgg post by StarScape
About a day ago, it was Splatoon 2: Octo Expansion's anniversary, so I'm gonna yap about how I feel Splatoon has really redirected my life and inspired, and still keeps on inspiring me.
In 2018(I think), I got my first ever Nintendo Switch for Christmas and my parents had bought Splatoon 2 along with it. My sister and I BEGGED for Splatoon before this since we both found it cool and intriguing. We played the campaign, loved it, and then learned about Octo Expansion.
Octo Expansion was the turning point for me, and a lot of other players. Truly learning about how Splatoon dives into darker themes and complex characters without fear. Throwing you into a different perspective in a war, making you think: "Who really is the bad guy in this scenario?"
Splatoon 3 then came out, when I tell you I FLEW at the announcement and got on my hands and knees asking my mom and dad to buy it day 1, which was a success, by the way. I sped through the story mode, maxed out my weapon, explored every crack and crevice of the Alterna, and completed After Alterna. Had a friend try it out during this time as well, and was super stoked to have an interest of mine be a shared one.
The way Splatoon, by itself, is simply just a funny, cute, E for everyone game where squids shoot paint at each other, but then the more you look beyond the surface, the more it feels more alive and real. The Splatoon universe is our universe, but changed, evolved. The Inklings and Octolings are clueless to the darkness of the world and focus on turf wars and fashion, just as we are until we study it for ourselves.
Splatoon has REALLY stood out to me among any other franchise, and I never get bored over the little world Nintendo's created, and keeps on creating. The art, the different genres of music, the characters, I fall more in love with the game everyday. The way it represents different people, different cultures, and clashes them together in harmony.
I may sound like a nerd, and it's probably true, but I will never forget about Splatoon. Because of Splatoon I feel motivated to draw more, because of Splatoon I feel less afraid to make friends and be myself, because of Splatoon, I open up to new ideas and try them out for myself. In the end, art, music, passion, it's what makes not only Splatoon's world, but our world, so vibrant.
It's really, REALLY, late as I type this, and I'm sorry if it doesn't make any sense or says the same thing over and over again lol. TLDR; I love Splatoon and it drives me to create more. For me, for you, and for everybody.
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justforbooks · 1 month ago
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Ed McLachlan
Cartoonist whose work appeared in Punch, Private Eye, the Spectator and the Oldie in a 60-year career
The cartoons of Ed McLachlan, who has died aged 84, were at once as deliciously dark and twisted as Charles Addams, as imaginative as William Heath Robinson, as surreal as John Glashan and as quintessentially British as the Punch cartoonist Pont.
Ed’s immediately recognisable pen line, and cast of buck-toothed, big-nosed protagonists, entertained, shocked and outraged from the pages of Punch, Private Eye, the Oldie and Spectator, among many others. Often set in traditional gag cartoon settings, from date nights and office boardrooms to middle-class front rooms and Stannah stairlifts, his cartoons took the mundane and delivered the hilariously absurd.
Giant creatures were often present, creating destruction in otherwise quaintly British scenes. For Private Eye’s 10th anniversary edition in 1971, Ed drew a monstrous hedgehog rushing across a busy road, pulverising an unfortunate car and its occupants as it goes. In another cartoon, an enormous dinosaur rampages through a city past an ongoing cricket match, while an exasperated commentator complains that “once again we have interruption of play caused by movement behind the bowler’s arm”.
Ed combined his vivid imagination with a relentless work ethic, his work also appearing in magazines as various as the New Statesman, the Big Issue, Reader’s Digest, the New Yorker and Playboy.
Initially he had not considered a career in cartoons, despite contributing a number to his college magazine. However, in 1961, while working at a printing company designing posters, he was persuaded by colleagues (by way of a £5 bet) to submit a scrapbook of cartoons to Punch. To his surprise, the magazine bought one for seven guineas, more for an hour’s work than he was earning in a week at the printing office. Within weeks they had bought several more, thus beginning a regular contribution to the magazine that would last until it ceased production in 2002.
Born in Humberstone, Leicestershire, to Edward McLachlan, a structural engineer, and his wife, Josephine, a secretary, Ed went to Wyggeston grammar school, then studied graphic design at Leicester College of Art (now DeMontfort University), graduating in 1959.
Following his success with Punch, in 1965 he went freelance, resolving to establish a career by “making myself a nuisance banging on agencies’ doors”. The following year, he began drawing a series of political cartoons for the Sunday Mirror, under the title McLachlan’s View. In 1967, he started to contribute cartoons to Private Eye, and in 1970 left the Sunday Mirror for the Evening Standard as its new political cartoonist. Between 1972 and 1974, he produced a series of pocket cartoons titled Insiders for the Daily Mirror.
Apart from a brief return to Leicester College of Art as a part-time lecturer in graphics (1967-70), Ed thereon focused on his cartoon and illustration work, which also encompassed children’s books, TV series and advertising campaigns.
In 1969, he wrote and illustrated his first children’s book, Simon in the Land of Chalk Drawings. This was the first of four books about a little boy who owns a magic chalkboard, upon which everything he draws becomes real. The books were made into an animated television series, which first aired in Canada before appearing on British television on ITV in 1976, running for 24 episodes. The series was directed by Ivor Wood, best known for shows such as The Magic Roundabout and The Wombles, and narrated by Bernard Cribbins. It remained popular in Canada, where it was remade in 2002.
Ed also wrote and illustrated the children’s books Claude Makes a Change (1979), Magnus in the Land of Lost Property (1985) and The Dragon Who Could Only Breathe Smoke (1985), and illustrated more than 80 books in the Bangers and Mash educational reading series by Paul Groves, which were made into a children’s ITV series in 1989. Nonfiction books include Bill Beaumont’s Bedside Rugby (1986) and John Walker’s Chess for Tomorrow’s Champions (1994), as well as many of the For Dummies instructional series.
Over the years Ed was also in demand for advertising campaigns for brands such as Dunlop, Renault, Alka Seltzer, Dewar’s Whisky and Walkers. Most recently, his cartoons were used for a series of London Underground posters for Timothy Taylor’s Brewery.
He received many awards, including illustrative cartoonist of the year (1980) and advertising cartoonist of the year (1982) from the Cartoonists’ Club of Great Britain, and gag cartoonist of the year twice (1982 and 1997) from the Cartoon Art Trust, which also presented him with a lifetime achievement award in 2011. In 2016, he was given an honorary doctorate from the University of Leicester.
Across the span of his 60-year career, Ed’s style of drawing, a confident ink line and a monochrome wash on artist’s board, remained remarkably consistent. Later in his career, he began to add colour, working skilfully in watercolour on a scale much larger than his cartoons would be reproduced in print. While much of the detail would be lost when the cartoons were shrunk down for reproduction in magazines, when the originals began to be exhibited in a gallery setting – and in the Chris Beetles gallery, of which I am director, from 2001 – his expertise in these mediums could be truly appreciated.
Ed continued to draw cartoons up until his death. In one of his final cartoons, for Private Eye, taste testers at a crisp factory lament their new range of extra crispy snacks, which are so crunchy they have caused one of their colleagues to explode.
He is survived by his wife, Shirley (nee Gerrard), whom he married in 1964, their daughters, Danielle, Joelle and Aimee, and son, Alex, and by four grandchildren.
🔔 Edward Rolland McLachlan, cartoonist, author and illustrator, born 22 April 1940; died 29 September 2024
Daily inspiration. Discover more photos at Just for Books…?
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sussex-newswire · 25 days ago
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Meghan's Accomplishments
Today in the smear campaign: Tina Brown launched a Substack and filled it full of Meghan-bashing quotes to get clicks. The tabloids are happily picking them up and recycling it all ad nauseum. "The trouble with Meghan is that she has the worst judgment of anyone in the entire world. She’s flawless about getting it all wrong...all of her ideas are total crap."
Hm! Does this bear any relationship to truth? Let's look at Meghan's accomplishments, starting with the toe she dipped into Tina Brown's career area, magazine editing:
The issue of British Vogue that Meghan guest-edited, "Forces for Change," was their fastest selling edition in history, so overwhelmingly successful that they recently revisited it for a fifth anniversary retrospective.
Sure seems like Forces for Change is the kind of "total crap" idea that Tina Brown wishes she could come up with!
But of course, magazine editing was a one-off for Meghan. She just casually hit that home run while strolling through the ballpark. At the same time she was also busy with other projects, like:
Together: Our Community Cookbook, Meghan's first project as the Duchess of Sussex. This cookbook spotlighted the community of women displaced by the Grenfell fire and it was a huge hit, winning awards and raising more than half a million pounds for the Hubb Community Kitchen.
What a total crap idea! Let's look at a few of the others:
Meghan's picture book for children, The Bench, was a #1 New York Times Bestseller in its category.
Meghan's podcast, Archetypes, reached No. 1 in the podcast charts in more than six countries. It won the People's Choice Award for "The Pop Podcast of 2022," and Meghan was named as the "top entertainment podcast host" at the Gracie Awards.
The Harry & Meghan Netflix docuseries holds the record for the biggest debut for a Netflix documentary and remains Netflix's second-highest ranked documentary ever.
Wow! Banger after banger after banger! This woman has a golden touch—everything she does breaks records for success!
Oh and speaking of awards:
With Harry, Meghan collected the 2022 Robert F. Kennedy Human Rights Ripple of Hope Award for their "willingness to speak up" and "moral courage." They were also honored with the 2022 NAACP Image Award for "join[ing] the struggle for equity both in the U.S. and around the world." Meghan alone was singled out for her "global advocacy to empower and advocate on behalf of women and girls" at the 2023 Women of Vision Awards.
Moral courage and global advocacy—crap ideas for sure!
And what has Tina Brown done lately, after quitting The New Yorker to go and work for Harvey Weinstein, a choice that she herself now calls "the dumbest career move of anybody’s life"?
Well, she's got a Substack, and the only reason she's getting any attention for it is by putting lies on Meghan's name.
It's pretty obvious which one of these women has good ideas. And it's not Tina Brown.
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jbaileyfansite · 8 months ago
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Interview with Style Magazine (2024)
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British actor Jonathan Bailey became a hot commodity after the smash success of Netflix romance drama Bridgerton, the early 19th-century Regency-era series that catapulted him and his fellow cast members from obscurity into household names when it debuted in 2020.
While most people know him as his character Lord Anthony, aka Viscount Bridgerton, it’s his role in American drama series Fellow Travelers that cemented his status as a bona fide leading man and truly revealed his acting chops.
Bailey’s searing portrayal of a gay activist alongside Matt Bomer in the Showtime series has won Bailey a Critics’ Choice Award and plenty of accolades, from the LGBTQ+ community – Bailey is openly gay – and beyond.
Spanning almost five decades, from the Lavender Scare and McCarthyism of the 50s to the heartbreaking Aids crisis of the 80s, shown through the lives of two male lovers, the mini series is a beautiful love story as well as a remarkable history lesson. (The Lavender Scare was a mass dismissal of homosexuals from government institutions that paralleled the anti-communist campaign of senator Joseph McCarthy.)
Bailey, who is getting ready to embark on the promotional tour of Bridgerton season three, which debuts in May and June in two parts, was recently in Shanghai for the opening of “Crafted World”, an exhibition held by Spanish luxury label Loewe to showcase its history and to celebrate the 10th anniversary of creative director Jonathan Anderson, a fellow Brit and friend of Bailey’s.
On the night of the opening event, after Anderson gave Bailey a tour of the exhibition, we managed to grab the actor for a very quick chat.
Clad in a striped nautical jumper paired with army green trousers and paint-splattered shoes, all from Loewe, Bailey was extremely friendly and excited to share this moment with Anderson and the Loewe family.
Tell me about this trip to China.
It’s my first time here and I’m really upset to leave so soon. I managed to tour Shanghai today and you can just feel inspired being in the city.
What did you like the most about the exhibition?
Jonathan [Anderson]’s eye for collaboration is just next level. I’ve known him for a while and going back to see all his outfits in one room is like a montage of the last 10 years. My first Loewe show was in 2022, and I think his humble approach to understanding craft and collaboration, as well as what it really means to make something with your hands in a very fundamental way, is something that he stays true to. This adds a very special, celebratory and nourishing quality within Loewe as a brand.
Finally, how did it feel to work on a project like Fellow Travelers?
It’s something I’ll be eternally proud of. It’s such an important story; I learned so much. You sort of feel guilty and ashamed that you don’t know about that history. Then you remember that it’s been left out of the history books and, if you can through your work, you can shine a light on stories that haven’t been told and mean so much to so many people.
Source
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grits-galraisedinthesouth · 9 months ago
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Photos Before Photoshop
Markle is still determined to make her back & shoulders "happen." Royal watchers (mostly gay males) have warned her for years that she does not have the physique to expose her back or line-backer shoulders. Just another example of why she will always Suck-It (suck at it 🍋) & never be a Success---she refuses to listen & accept constructive criticism.
Leatherized face & neck😳
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The Suckit 🍋 Squad had instructions to initiate a LUSTFUL Sparry campaign. Markle knows she married the unattractive brother, but to help her own image---she needs to MANIFEST a desirable partner.
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Sparry could no longer hide his outter Friar Tuck.
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Buble is also friends with NOprah & Gayle
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Planned to coincide w/the 1 Year Anniversary of the Worldwide Privacy Tour South Park Episode
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Meghan Markle might be the most jealous, insecure and least self-aware person on the planet.
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No one needs to inform you that your twig legs do NOT fit inside those riding boots. 👢🐎 copy-Cait
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