ʟᴜɪs ʜᴇʀɴᴀɴᴅᴇᴢ ⚡
@beetlenaut
Artist, Game & Sound Designer. Co-creator of Jazzpunk
this is why we cant have nice things pay your artists, pay your craftsmen
programming a TX802 feels like programming an Apollo Era flight computer: just arcane, with very little in the way of visual feedback, no knobs, just menu hell
when the fuck did T-shirts become 50 bucks?? theres so many bootleg anime/90s/metal/vhs t-shirt companies now, all making knock off "faux vintage" evangelion, GITS, metal gear, snes shirts, and they're all like 40-60 bucks. what a scam
I will have to see if I can find that marker my favourite white marker is the Molotow, its made in Germany. its the most opaque white Ive ever found, very strong acrylic. I think its intended for graffiti, but for fine art applications its great
because the music in jazzpunk was not composed in a DAW, or with MIDI sequencers, it had a much clunkier, electro-mechanical sound. The loops are not perfect, and the samples/synths voices are very punchy in their transients. Most of the music was also mic'd from a speaker cab.
Raymond Scott, the world's first electronic composer, was a major influence on me at the time. Keeping in spirit with his early work, I'd program my tracks by running Analog pulses through 36x36 pin matrix, whenever I placed in a "pin", a synth or drum voice would be triggered.
One of my goals with Jazzpunk was to create the game's soundtrack using mostly synthesizers and effects that would've existed "at the time" ie: 1960s. I had built two EMS "VCS3" synthesizers, so I used these in conjunction with many different spring reverbs and tape echos machines, some were DIY
Im sure this will be controversial or some people will clamber out of the woodwork to howl about this but just looking at the lineage, I think one of sega's weakest pillars was its industrial design, which is especially true for its controllers I want their competitor's controllers every time
Watched Toys (1992) last night easily some of the BEST production design of that era, rivaling the work of Tim Burton during his Good Years I can see why it failed. its two biggest weaknesses are... the WORST soundtrack Ive ever heard (not hyperbole), and a misuse of Robin Williams talents
I used to play POD, though it was never a favourite I was more of a Carmageddon 2, Need for Speed III, Powerslide, interstate76, and Driver guy (mostly playing the demos for all of these obsessively until I could buy them)
agreed! I made a concerted effort to try and photograph Robarts as much as possible before they tacked that crystal structure to it a constant problem with Toronto architecture is the grafting-on of crystal structures to "revitalize" the thing. it always looks tacky; they wont stop doing it
todays thrift store find: a copy of "D" for MS-DOS, two disc cd-rom. Produced by Studio WARP in 1995, directed by the late Kenji Eno didn't know this had a US PC release, honestly. I saw D on the jewel case spine and was like "no way this is actually D" and it was! this game is all FMVs
Without saying your age, what's your favorite movie that came out when you were 18?
also this will be obvious to most but not to all, but this is clearly a rip off of the mold for the Dreamcast controller, but also just different enough that isn't isn't a total clone of one its weird how it has two "analog sticks" (which Im sure are just digital switches underneath)
has anyone ever seen the Romulator "CD game system" ? really weird bootleg LCD game device that supposedly takes these mini cds, cds smaller than a minidisc or PSP UMD I assume the discs are empty and its just reading a little barcode on them to load a game already in ROM
snes, ps1, gamecube, dreamcast, ps2 are all defunct consoles. they no longer require any kind of licensing to make games for them Id love to see a blossoming of GOOD unity/godot tools and exporters for those consoles, so that homebrew can evolve beyond random curiosities into more full games
Saw Backrooms with my gf last night, SpOiLeRs: I think my #1 critique is that the backrooms do not need a specific monster, or any specific body horror. the architecture IS the monster i thought the movie understood this, until it clearly didn't
this kelly slater's surfing fad is really... obvious to me has so much time gone by that folks have no idea how ps2 games were made? the water looks amazing because thats ALL that exists in a surfing game, theres no city, no other people, its just water and a boarder Art Direction > RTX raw power