kalechipskid: yasu from the original portopia handbook (portopia)
JAKES WITHOUT JINGUJIS, SHINJUKU WITHOUT ITS SHINE


「事件が解決して素直に喜ぶものはいない」
"Nobody is truly happy when a case is over"
quick thoughts on jinguji saburo i mean JAKE HUNTER'S first case
(or at least what was left of it)
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kalechipskid: yasu from the original portopia handbook (portopia)

It’s a beautiful, warm morning and instead of working I’m thinking about visual novel cgs. It’s something I’m usually always thinking about since a cg’s purpose is mechanically important: Crystalize that plot beat with all of it’s emotional weight and draw out all of the potential. Make an image so memorable, when you remember the game you’ll remember that specific scene and the picture that punctuated it. In a game that uses almost exclusively text and images to convey its message the art itself becomes a part of the game design. 

  When thinking of what makes a good cg, these few points come to mind:

  • Effective use of the setting and/or scene specific props
  • Focal point (clothing, expression, props)
  • Angles + art quality (I know this seems obvious, but it's not uncommon for cgs to be drawn by completely different people. Characters looking out of whack or not like themselves really pulls you out of the experience!)

  I think the first point is a seriously overlooked aspect. The setting ties the cg to a specific moment in time which helps further cement the image in your memory. A picture of you walking alongside your girlfriend at a summer festival with fireworks going off in the sky behind her is a 1 in a million shot.


Alright, enough of that! Now for the fun part! I’m just gonna rattle off a buncha cgs I really like, so buckle up (ノ◕ヮ◕)ノ*:・゚✧


KYAAAAAAN!! (‾◡◝)

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