They say that endings are hard, but I personally find the beginnings to be the biggest problem. I have my characters backstory, the world they live in and their individual motivations clear in my head, but how should I tell them to the player? Too much exposition gets dull. Too little, and the player ends up confused. Iβd love to start my game with an explosive, exciting start, but that would be a disservice to the overall story. Itβs really hard to sell a game with a slow beginning and all the best content plotwise in the later game.
Next up
Did you know that today is #InternationalJazzDay? π·π
No? π― Well, we couldn't pass up this date!
And what better to celebrate this day than #Pecaminosa #OST? π·
Let us know what you think about it and have a great weekend!
My D&D art for my family so far (WIP if you couldn't tell)
Szayel Aporro Granz - Bleach
Double Rainbow!!!
Hello my space friends! Now I added a space background to the ship. I love that space look but I still feel like stuff is missing. The lighting on the ship needs some improvements I think. Please tell me your opinion!
Cozy snow house i made a while ago
Aston Martin Vantage 2019
Day 3...
#AstonMartin #fastchallenge #speedmodeling
PS: I'm really sad, the picture's compressing is very bad and it provoque a drop of quality...
Here's a cool GIF I rendered of a character I'm working on for my latest project.










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