→ Swipe for outline and sketch →
#Pokémon #Turtwig #Procreate #iPad #Drawing #Illustration
This really looks incredible. Pep is one of, and could be the greatest football managers ever. He doesn’t just create success, but he does it with style.
His Barcelona team played the best football.
Eurogamer recently had an interview with two people from Game Freak, the main developers of Pokémon games. Junichi Masuda (executive director and head of game development) and Kensaku Nabana (designer). It’s a really interesting read, especially with all the changes they had to make when adapting the game to a different style of playing.
Two decades on from Pokémon Red and Blue’s arrival here in the west, we’re going back to Kanto once again.
Pokémon Let’s Go have made big changes – some proving more popular than others in the lead up to its release – but there’s still a lingering sense that, with just the first generation of Pokémon available, in the first region, we’ve seen it all before.
A couple of weeks ago, alongside an extended hands-on preview of Let’s Go Pikachu and Eevee, we talked to Junichi Masuda, executive director and head of game development at Pokémon’s main studio Game Freak, as well as fellow designer Kensaku Nabana, about some of the nitty gritty details fans are always after, including how that whole Meltan reveal came about, HMs, and those perpetual questions of difficulty, open worlds, and the series’ future.
It ends with a answer from Junichi Masuda, which is quite reassuring about their idea of how the main series of Pokémon games will be played:
I know that a lot of people and fans have spent a lot of time hatching eggs, they’ve hatched… a lot of eggs, but we want them to kind of discover new ways to enjoy Pokémon games, you know I’d be really sad to think that for them, Pokémon is hatching eggs, so with this one we’re trying to show them a different side of the game.
Pokémon GO is super popular, and I still play it quite a lot, but I wouldn’t want the main games to be simplified to match. So this is good news!
#iPad #Procreate #Pokemon #Bulbasaur
Juli Clover, writing for MacRumors:
At its annual Adobe Max conference, Adobe announced plans to bring a complete version of Photoshop to the iPad in 2019.
Photoshop CC for iPad will feature a revamped interface designed specifically for a touch experience, but it will bring the power and functionality people are accustomed to on the desktop.
I’m interested to see how Photoshop will actually work on the iPad. They do say it’s the full version, but will it include the automation that was available on the desktop, and how will it fit into the iOS environment? For example, will it have support for Siri Shortcuts, support for a Photo Editing Extension, and how are the toolbars going to be translated into iOS UI?
Then there’s the price. Affinity Designer and Affinity Photo are both priced at £19.99, Pixelmator is only £1.99, and there are apps like Polarr that are free. I’m guessing they’ll extend their Creative Cloud subscription to include the iOS version, but I think a cheaper solution is needed to be competitive on this platform. £9.98 per month is their cheapest individual plan in the UK, and that will deter a lot of people.
Another recent announcement of theirs, Project Gemini, is something that’s probably more suited to my uses. As that is a lot simpler, and focuses on drawing and illustrating.
Another update to Text Case has just hit the store!
Just a small one this time though, to tie up a few things, before anything big can be planned or worked on. In fact it can be boiled down to three things:
It’s not an extravagant update, but then again, they can’t all be.
I happened to stumble upon two super old articles of mine today, and then I discovered that I’d never moved the content to this blog.
They’re both extremely different, but it shows that the types of writing I
From Ideas To End Users This was published 3 years and 1 day ago (11th October 2015), and it’s about my experience with developing a game, and what it’s like to witness other people experience your creations.
The Heart of a Black Hole This was was even earlier, I published it on the 16th December 2013! From reading it back, I can tell it was inspired by a BBC special, The Science of Doctor Who, which actually featured Brian Cox. I still don’t understand why I decided to try and explain to everyone what a black hole is, how an event horizon works, the effects of time dilation, and also what’s at the heart of a black hole. All I can say, is that I’m pretty weird.
Every friend I have with a job that involves picking up something heavier than a laptop more than twice a week eventually finds a way to slip something like this into conversation: “Bro, you don’t work hard. I just worked a 4700-hour week digging a tunnel under Mordor with a screwdriver.”
They have a point. Mordor sucks, and it’s certainly more physically taxing to dig a tunnel than poke at a keyboard unless you’re an ant. But, for the sake of the argument, can we agree that stress and insanity are bad things? Awesome. Welcome to programming.
It was published over four years ago (April 27th, 2014), but it’s interesting to see how relevant all the points still are. If you have 10 minutes to spare, then I highly recommend giving this a read.
I’m definitely adding this blog to my RSS reader for future reading.