Sinister Livingroom

I haven’t really worked with the colour red for the vignettes, so I wanted to create an indoor scene with that colour as a centrepiece.

I also wanted to create some modernist furniture, however, the combination of those two elements mean that the game came out looking just a bit more sinister than I thought it would… I still like it though.

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Nature scene

I don’t usually work with nature scenes, mostly because I usually don’t do well with them. Never the less I decided to try something out today.

I think this particular vignette shows some promise, which is good because the shadows of a universe in which these vignettes exist is starting to take place. 016

podcasts for the win

allot of my time recently is being spent changing placeholder object in my scenes to some grade a models that I can be proud to share.

Creating these models is a somewhat argues task, as it calls for hours and hours spent looking at Blender, which is an awesome bit of software, but can be a bit tiring.

This is where I have found some solace in podcasts.

The great thing about cheating this kind of content is that it doesn’t require my full attention.

Where programming and design requires every bit of my attention to get just right, creating a full and realised game world can be worked on while giggling along to some awesome podcasts.

so, for anyone that is in my position, here are some recommended podcasts:

My dad wrote a porno

Joseph Anderson

Errand signal