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Clayton Notestineさんのイラストまとめ


Designer. Educator. Roleplaying & analog games. Autistic. Communist. He/Him/His. Find me under Explorers Design. Links in my bio.
explorersdesign.com

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If any of this interests you, here are my recommendations.

Watch Blowup (1966), Rear Window (The remastered, full-color 1954 version), and Blood and Black Lace—in that order.

The first two "ease" you into Giallo themes. The last one is a bloody razor swipe at your throat.

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Gontijo's newest project is a Giallo-inspired solo RPG. It takes the core premise of the movie BlowUp and throws you into a game of cat and mouse.

In Blurred Lines, you're a photographer taking pictures. The narrative is created through these "snapshots."

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Some more weekly design inspiration 💡📘

I scoured Behance, the Dieline, and a few other websites to bring you the opposite of spooky season inspiration.
Instead I bring you lots and lots of playful color. A rare occurrence in RPGs (outside of illustration, anyway.)

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Let's look at D&D's beholder. In the 70s, I'd say it's a fleshy one-eyed basketball with eyestalks and shark teeth. Today, I'd say a lot more. But the '70s beholder is more action-able and evocative for the players at the table and is easier to describe by the GM.

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In some ways, Wanderhome's format makes the game possible.

Its best illustrations are landscapes and character ensembles, if the pages weren't square, the canvas would be too narrow. They'd have to crop them—and lose their vistas and multiple characters.

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This square format is crucial for one reason: the art.

Think of the format like a canvas and the edges like a frame. What illustrations look best in "portrait mode," and what art looks best in squares and "landscape mode?"

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Noto Traditional Nushu (Type Design)

Noto Traditional Nushu is the first font in the Noto family to be developed by local Chinese designers and developers. It's a unique challenge; passed down mouth-to-mouth with many different dialects.

https://t.co/X312MzaTRL

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Obviously, David Carson was the guy who saw a boring interview for Ray Gun and converted it into dingbats to make it interesting.

(He had the interview in a normal typeface later in the magazine.)

And one of the sexiest letter Q's is from Baskerville.

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The illustration in Sodalitas really tells you what this game is supposed to be about: it's about free-form play.

The illustrated characters, straight from a children's book, are literally scaling and jumping from the game's logo like a jungle gym. It makes its purpose literal.

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The Art and Color.

The art is whimsical. The color calming and colorful, like a box of crayons. It softens the typeface and invites kids to add their own illustrations.

I like how the art doesn't have linework, so it floats and contrasts with the sharp-edged typography.

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