Island in Space

Recent Acquisition - Photograph Collection

Original caption, May 16, 1968:  

“Wallops Island, VA. - The National Aeronautics and Space Administration is conducting advanced research to provide data on parawing flight behavior during controlled gliding flight and landing touchdown by means of a dynamically scaled, instrumented, radio-controlled, lifting-body, parawing model. Shown is a 20-foot long parawing with a 325-pound, 5-foot long lifting body released from a helicopter at an altitude of 4,000 feet for deployment and flight, radio-controlled from the ground.  The technology developed in the present tests will be applicable to landing of future manned spacecraft on land and to provide background research information on flight characteristic of controlled parawing flight vehicles.”

I’m working on how I shade/draw faces, so here ya go

on the issue of realism again, dead horse, so on. the “non-fantasy” designs in far cry 4 were fantastic. character design was intelligent and informative, down to their choice of clothing, where they stayed, etc. every environment was expressive, if people lived there it looked like they lived there. everything at least made an effort to tell you more about the world. the cars had tiny details like paper on the dashboard. there were tons of static, non-interactive meshes that gave the entire setting life. 

the colours could be a little intense but they didn’t draw you out of it. over all, it’s like they realised that they were supposed to create something that the audience could involve themselves in. not just create recognisable scenery for the player to be like “well there’s desks and a computer so i guess this is an office” and drop it there.

it’s like with skyrim (of course). skyrim was amazing in terms of the sheer size of the world-space, and the amount of quests it included, plus the radiant engine. but design-wise, it was a skeleton. they made a set amount of meshes, distributed them across the world-space, and it was left there. everything had a very clear utility to it. all of the static items like burned books and rolls of paper were fluff, filling everything out so it LOOKED less empty.

and BELIEVE me this isn’t shitting on the developers. the skyrim world-space is gigantic, the effort it would take to flesh out the details, even just for each city, would be enormous and take years. nevermind the more specific details like individual characters. but in the end they made a gigantic “Realistic” world with nothing in it.

world-building is something that a lot of creators seem to struggle with. but it’s so much more noticeable in the gaming industry, where people have to both create every item from the ground up, and then put in an exceptional amount of thought into how they’re going to use and arrange what they’ve made. you could create an absolute identical copy of any real-world object that you want, but if you don’t go into making the purpose it serves and the universe it exists in believable, it doesn’t mean anything.

and i can’t imagine with aaa games it’s an easy task. someones always going to be riding your ass about including “unnecessary” things, especially when it comes to design, i’d imagine.

archiveofourown.org
Island - kathkin [Archive of Our Own]
'Zoe was honestly baffled. Reading was supposed to be a solitary activity, and she didn’t understand why anyone would want to spoil it with snuggling and hair-petting.' Zoe walks in on the Doctor and Jamie's private activities. She's confused, Jamie is embarrassed, and the Doctor is by and large unruffled.
By Organization for Transformative Works