Business Bunny~

theroughsketch:

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Quick Bunny Rig I made for our game “Business Bunny’s Bad Day at the Office” during #CapyJam4 at work. Here’s a very quick and dirty anim to accompany it.

krewellayasmine:

huffingtonpost:

Hey, White America, You Need To Hear What These Ferguson Kids Have To Say

In a new video from social justice-oriented T-shirt company FCKH8, several Ferguson children lampoon the excuses white people give to avoid getting involved in ending discrimination in America and deliver a call to action to stomp out racism.

Watch the full video and see these kids explain how racism is still a huge part of even getting an interview for a job.

THIS IS THE SHIT

(via iarepanda)

Something about cats…

brandonswanart:

I’ve recently kicked off a project that will consist of a female detective protagonist and her home. The setting and theme is basically a mish-mash of noir concepts, a sci-fi setting, and contemporary design languages. The intent is to create as much 2d concept work as I can, and then bring the whole thing to life in Unreal Engine 4 for the renders. Ideally, I’ll even rig and animate the character to walk around the scene, but we’ll cross that bridge when I get to it.


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dreamofbecoming:

Reasons abortion should be fully covered on all insurance plans:

  • If you can’t afford an abortion, you definitely can’t afford a pregnancy
  • If you can’t afford an abortion, and are forced to carry a pregnancy to term anyway, you sure as hell can’t afford a child

Who the fuck do you think you’re really protecting here?

(via iarepanda)

sbosma:

Polypheme and Odyssea, my combatants for Jenn Woodall’s FIGHTZINE, featuring an all-female cast of fighting game characters. These ended up being closer to Dark Souls enemies (maybe my Ornstein and Smough), but hey. 
I picture these two as invulnerable from the front and weak to the rear, with Polypheme’s shield and spear, and Odyssea’s gun keeping the player at bay. I imagine you’d get a few seconds to wail on their weaker side before being skewered on Polypheme’s flaming trident and hurled across the screen.
I knew I wanted to do a pair from the beginning, but I couldn’t really figure things out. I tried out some stuff with a tandem bow, one holding and aiming, the other drawing back the arrow, but visually it didn’t work. Things didn’t really develop until I drew Polypheme’s giant shield, and even then, it wasn’t until the shield became a face with a mouth that the pair clicks. The shield became a cyclops later, after looking at some Indian puppet masks, I think. She became Polypheme, and the other became Odyssea. The trident was a sword originally, but, Polyphemus, being the son of Poseidon, already has a link to the trident. The flaming part of the trident is a small nod to the flaming wooden stake Odysseus uses to blind the cyclops. 
I have a big reference folder full of matchlock guns from different time periods, culled from a few trips down the ol’ Google images rabbit hole, so that popped up. It seems mindlessly scanning Google images or Tumblr or whatever would just be a timesink and nothing else, but you never know. It pays off to keep track of the things you find visually stimulating, just in case.
These are two disparate examples of how I design characters — sometimes a lot of narrative choices go into the character, like in Polypheme, and sometimes it’s just a collection of interesting shapes, patterns, etc, like with Odyssea. The first is active, where I’m trying to fulfill some mental picture, the second is reactive, where I’m building the narrative after the shapes come together. They both have their merits.
I’m happy to add this piece of tonal dissonance to what is otherwise shaping up to be a very fun zine.

sbosma:

Polypheme and Odyssea, my combatants for Jenn Woodall’s FIGHTZINE, featuring an all-female cast of fighting game characters. These ended up being closer to Dark Souls enemies (maybe my Ornstein and Smough), but hey. 

I picture these two as invulnerable from the front and weak to the rear, with Polypheme’s shield and spear, and Odyssea’s gun keeping the player at bay. I imagine you’d get a few seconds to wail on their weaker side before being skewered on Polypheme’s flaming trident and hurled across the screen.

I knew I wanted to do a pair from the beginning, but I couldn’t really figure things out. I tried out some stuff with a tandem bow, one holding and aiming, the other drawing back the arrow, but visually it didn’t work. Things didn’t really develop until I drew Polypheme’s giant shield, and even then, it wasn’t until the shield became a face with a mouth that the pair clicks. The shield became a cyclops later, after looking at some Indian puppet masks, I think. She became Polypheme, and the other became Odyssea. The trident was a sword originally, but, Polyphemus, being the son of Poseidon, already has a link to the trident. The flaming part of the trident is a small nod to the flaming wooden stake Odysseus uses to blind the cyclops. 

I have a big reference folder full of matchlock guns from different time periods, culled from a few trips down the ol’ Google images rabbit hole, so that popped up. It seems mindlessly scanning Google images or Tumblr or whatever would just be a timesink and nothing else, but you never know. It pays off to keep track of the things you find visually stimulating, just in case.

These are two disparate examples of how I design characters — sometimes a lot of narrative choices go into the character, like in Polypheme, and sometimes it’s just a collection of interesting shapes, patterns, etc, like with Odyssea. The first is active, where I’m trying to fulfill some mental picture, the second is reactive, where I’m building the narrative after the shapes come together. They both have their merits.

I’m happy to add this piece of tonal dissonance to what is otherwise shaping up to be a very fun zine.