ADVENT

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ADVENT

ADVENT

@advent_ds

GRIND MODE

Hyperbolic Time Chamber Entrou em Haziran 2020
1.1K Seguindo305 Seguidores
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石崎
石崎@o_hqfu·
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Gus 🖌️
Gus 🖌️@gusceps·
Wonder woman sketch in db style ⭐️
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KillerKeeWee 🦅🇦🇷birddommymommy🇦🇷🦅
Kazuki Takahashi’s art-style was so unique and hauntingly beautiful. There’s certain pieces that leave me an awe, and I will never grow tired of seeing his art on my timeline 🕊️ Hope he’s resting well and is happy to see how many people still enjoy his game and the characters he created with so much love 🕊️
Anime Vibes@finalformlab

The Art of Yu-Gi-Oh

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Sonic the Hedgehog
Sonic the Hedgehog@sonic_hedgehog·
What you see is what you get, just some never-before-seen pieces of concept art! Sonic Adventure 2 (2001)
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Stormowlo 🦉
Stormowlo 🦉@Stormowl0·
The new arrangement for the rocket stage in Mega Man Star Force 3 is crazy...
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KornArt
KornArt@KornArt3·
SONIC THE HEDGEHOG (2006)
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ADVENT@advent_ds·
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Phantom Blade Zero
Phantom Blade Zero@pbzero_official·
Phantom Blade Zero is currently in the intense, final stages of development. With the time we have left, we are pouring every available resource into pushing every aspect of the game to the absolute limit of our capabilities. We are fully aware that a profound technological revolution is unfolding around us. However, to this day, every single piece of content in our game has been crafted by the hands of real artists. We will not use AI visual tech that could alter our artists' original creative intent. Our character models are built upon 3D scans of our phenomenal cast, who also provided the facial capture performances. The voice acting in both Chinese and English has been meticulously refined by our dedicated actors and directors, complete with full lip-syncing for both languages. The prototypes for our weapons are drawn from the vast arsenal of traditional Chinese weaponry. Sometimes, to better understand how a weapon's weight and length impact movement, we have master swordsmiths forge real replicas. Our combat is motion-captured by over twenty highly experienced martial artists. To capture the most authentic kung fu techniques, we consult directly with the masters and inheritors of traditional martial arts schools. When we needed authentic swordplay, we invited sword masters from Mount Emei; when we needed lion dance choreography, we brought in lion dance masters from Guangdong. Of course, we also visited many stunning locations across China, from ancestral halls in Fujian to ancient towns in Zhejiang, and even old steel factories in Beijing. We scanned these places and reimagined them in unexpected combinations to build something truly original: the visual identity we created and defined as Kungfupunk. The game also features a series of guiding maps. These are not AI-generated, nor are they digital paintings at all. They were hand-drawn using Chinese brushes and Xuan paper (rice paper) by young artists from the Chinese Painting department at the Central Academy of Fine Arts (CAFA). We firmly believe that human artistry is not merely a means for creating value; it is the value itself. S-GAME didn't just hire a group of developers to make a game; rather, in our pursuit of continuously building an exceptional, passionate team, we decided to make a game that everyone here could be deeply proud of. We can't wait for you all to experience that difference in Phantom Blade Zero in just a few months. Thank you! Soulframe S-GAME CEO / Creator of Phantom Blade Zero
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Video Games
Video Games@VideoGameIX·
song of the ancients (devola) 〳nier
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KornArt
KornArt@KornArt3·
ADVENTURE ERA
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waker
waker@aywakutakuay·
SOUL WORLD
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모
@M0_MO_momo·
눈물은 나약함이 아니야
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Hagl
Hagl@Pixel_Hagl·
My art is good, the algorithm just ignores me My art is good, the algorithm just ignores me My art is good, the algorithm just ignores me My art is good, the algorithm just ignores me My art is good, the algorithm just ignores me
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