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Portfolio: stevenart1988.wordpress.com | Contact: stevenart1988 @ gmail dot com | Comms open
1988stevenm.carrd.co

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Gonna work on a comic with some people

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The perspective requires straight lines to keep objects in position, but you have more leeway with the detail and structure buildings and backgrounds than you think. An excess of details can actually distract the reader from the important parts

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Card designs for a mini-TCG being worked on by

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That character art isn't in the actual game, so I'll put it up here

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Common effect in late-era NES games. Black tone got a lot of mileage for conveying depth in Batman, Shatterhand, Zen etc

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Fuck it, he's gold now. (That yellow AA-tone looks goofy as a skin tone close up but works fine at 100%)

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Part of a cutscene. I kind of want giant pillars in view, but maybe not as dominant overall. There'll be other stuff in the scene as well

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Stationary sprite for the "HOW TO PLAY" screen

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