it's not 3d hands i wanted something that can show their connection

List of anime series/movies with unique art styles.

For my friends on tumblr, in case you guys want something to watch, here’s a quick list of anime series/movies with unusual/unique art styles that you may or may not know.

Kaiba

With an artstyle reminiscent of the original Astro Boy, Kaiba has a very simplistic (yet stylized) and fluid style of animation and art. The story revolves around the titular character, who wakes up with a hole in his chest with no idea of who he is. I enjoyed this a lot for the art, music and characters, who all have realistic motivations and ideals, as well as the themes handled in it; such as what defines “being human” when bodies and memories are as disposable as plastic.
Genre: Sci-Fi, Psychological Drama

Redline

In terms of sheer action and excitement I got from watching a movie, I’ve got to say that Redline is one of the best ever in those departments. With a highly stylized comic-book-esque art style with a high influence from Western comics like Dick Tracy (with the emphasis on black shadows on solid colours and thick black outlines), this show is extremely fluidly animated, the movie is said to consist of 120 000 hand-drawn frames, taking seven years to complete. The movie follows the story of racer JP (aka “Sweet” JP, because of his refusal to use weaponry while racing) trying to win (and survive) the titular Redline, a race consisting of multiple racers from multiple different galaxies and planets.
Genre: Racing, Sci-Fi, Action

Mononoke

Every frame of this anime could be screencapped and slapped onto someone’s dashboard for their aesthetic. That is how distinct the art style and character design of this show is. The show uses a form of “plaid animation”, where something will be animated over a still color or object as it moves, creating most of the time a jarring effect that is usually the sign of a lazy animator, however in Mononoke, the show utilizes the art to create a sense of a surreal, dream-like environment, intentionally focusing on the jarring effect. The art and design of the environment is also extremely ornate and beautiful.
The show focuses on the story of the unknown Medicine Seller and his travels through Japan (in an unknown time period), killing spirits and creatures known as Mononoke. However, he cannot do so until he learns their Form, Truth and Reasoning/Regret, which leads to some very interesting lessons at the end of each story.
Genre: Mystery, Horror

Dead Leaves

Another comic-influenced movie, and just barely under an hour too; Dead Leaves is an extremely fun, hyper-action-packed movie with amazing character design (almost EVERY good character in this movie has a unique design, barring the civilains and generic bad guy cannon fodder), driven by slapstick, humor (usually of the sexual kind) and more pop culture references than you can digest within the time span they’re thrown at you. The story focuses on criminals Retro and Pandy; Retro having a TV instead of a head, and Pandy having a panda-like marking on her eye, who, shortly after waking up on the moon and causing havoc on a nearby planet, are imprisoned in a super-jail.
Genre: Action, Comedy, Sci-Fi

Kuuchuu Buranko / Welcome to Irabu’s Office

Combining rotoscoped 3D, 2D animation and live action elements, Kuuchuu Buranko is an extremely surreal look into the world of psychiatry. The art and designs were created by the lead artist of Mononoke, Kenji Nakamura. But whereas Mononoke had some subtlety to its art, this show is bright, colourful and neon as all hell. The show focuses on Dr. Ichiro Irabu and how he helps his patients with their problems, who are all connected in some way or the other.
Genre: Comedy, Psychological Drama

The Tatami Galaxy

With a bright visual style that also manages to be subtle at the same time, The Tatami Galaxy also utilizes not just its art as a device for story telling, but the form of the show itself to convey its messages. I can’t spoil too much about the show, but I can give you this: if you enjoy the first episode, please watch it to completion, as this show basically requires the viewer to watch the show in its entirety. The story focuses on an unnamed protagonist, commonly referred to as Watashi by the show’s fans, who tries to attain the “rose-tinted” college life style he has desired for his whole life, as well as all the challenges he faces on the way. With fast-paced dialogue, a lot of humor, interesting character and background designs, as well as the various forms of “characterization”, and also the themes tackled by this show, I’d say it’s one of my favorite shows of all time.
Genre: Slice of Life, Comedy, Drama, Psychological, Sci-Fi

Mind Game

Mind Game. Directed by Masaaki Yuasa (also the director behind The Tatami Galaxy, Kaiba and Ping-Pong). I don’t think words can do this movie justice, but I’ll try. Imagine a combination of 3D-morphing-into-2D, sketches, animated photo images of (presumably) the voice actor’s for talking, extremely smooth and fluid movement, plus an insane amount of exaggeration,all coupled with a huge range of bright and dark colours and you’ve got Mind Game’s animation style down somewhat. Go look up more GIFs, they’ll help you understand the range of styles this surreal (and extremely fun) movie goes through. The plot follows Nishi, a down-on-his-luck, 20-years-old manga writer, running into his childhood crush Myon. He discovers she’s getting married soon while they’re talking inside her father’s restaurant. After that (plus another key event), the craziness in the movie begins; Nishi having a new-found desire to live life.
Genre: Comedy, Surrealism, 

Tekkonkinkreet

Tekkonkinkreet, although similar in appearance to some Masaaki Yuasa works, was not made by the man himself (although, it was made by the company, Studio 4°Cthat helped produce Mind Game). This movie has incredibly detailed backgrounds, similar to a Studio Ghibli film, with amazing usage of lighting, camera shots and motion blur as well as a wide variety of colours and shades. The story follows Black and White, two street orphans who call themselves “The Cats”, trying to keep control of their town from dangerous enemies. Although vastly different in personalities, they support each other emotionally, mentally and physically very well.
Genre: Action, Drama, Adventure

The Diary of Tortov Riddle

The Diary of Tortov Roddle, although very short (6 episodes all leading up to 14 minutes! Watch it here! It has three special episodes that are part of the DVD though), is an interesting adventure of a surreal world that seems almost like a moving/animated picture rather than a movie or series. It follows the journey of Tortov Roddle and his pig-steed throughout this world, with just his calm thoughts and experiences. There’s no dialogue in this series but it doesn’t really require any dialogue at all, the only dialogue being Tortov’s journal entries at the beginning and end of each episode. The music, lack of dialogue and artall contribute to a very interesting, mysterious atmosphere.
Genre: Fantasy, Surrealism, Adventure

The Tale of Princess Kaguya

Straight outta Compton Studio Ghibli, The Tale of Princess Kaguya is an adaption of one of the staples of traditional Japanese folklore, The Tale of the Bamboo Cutter. This film adapts the ancient story of the young princess who grew out of a bamboo shoot and breathes fresh new life into it while still staying 100% true to the source material. The art can only be described as absolutely gorgeous, using a pale colour palette in a constantly shifting style that recalls the ancient Japanese watercolour paintings that the original story was recorded on.

Genre:  Fantasy, Drama

Sayonara Zetsubou Sensei

Oh man this show.
Sayonara Zetsubou Sensei follows the story of Nozomu Itoshiki, an overdramatic teacher so pessismistic about everything that he would try committing suicide over pretty much the smallest inconvenience (his name, when its Japanese characters are read horizontally, also translates into “Despair”) and his bizarre homeroom students’ antics. The series parodies almost everything there is to satrize in Japanese culture (the show even parodies itself from time to time with casual 4th wall-breaking from every show), as well as the general media and politics of the world, as well as having an insane amount of references to various things regardless of fame; from Gundam, Evangelion and Gurren Lagann, to Franz Kafka, Edward Gorey and South Park. The art’s very minimal (which itself gets parodied later on in the series), but it, uh, changes a lot, to put it simply.

Genre: Comedy, Parody

Ping-Pong

(gotta lot of requests to list this one)

Sports anime tends to always get a bad rep amongst anime fans for various reasons, whether it be that the viewer gets tired of seeing another Dempsey Roll, or the amount of reused frames in the series, they’re all understandable.
And so comes Ping-Pong to shatter those preconceptions of what a sports anime can be. Focusing rather on the characters, their emotions and development rather than the titular game that the anime’s based on (unlike most sports anime), this coming-of-age show following two boys as they (one actually) strive to become the best table tennis players in the world, is directed by none other than Masaaki Yuasa, who has directed a lot of the shows and movies on this list actually, with his trademark style of not having a trademark artstyle (other than wobbly simple lines and psychedelic colours).

Genre: Psychological, Drama, Coming-Of-Age, Sports

Gankutsuou: The Count of Monte Cristo

(im still in the process of watching Gankutusou and Ping-Pong (thanks school) hence why they weren’t in the original post)

Gankutsuou is what most people would call “art porn”, as it uses various still textures, colours and patterns within the character’s lineart, similar to Mononoke and Kuuchuu Buranko though to a much greater extent, while using 3D and 2D animation on the characters and backgrounds. The story is broadly based on the titular story of The Count of Monte Cristo, but with many differences, such as being set in the year 5053, plotlines and character endings being altered/removed, the pacing being changed from the original story, as well as the incorporation of many sci-fi themes. The general aesthetic of the show is that of 19th century France in a highly futuristic setting.

Genre: Drama, Sci-Fi, Thriller, Supernatural

Kaiji

Based off a popular gambling manga by Nobuyuki Fukumoto, Kaiji follows the story of the titular character, Kaiji Itou, an unemployed slacker who spends his days gambling (and always losing), stealing, drinking and being obsessed with money. He suddenly finds himself 3 million in debt, and is offered the chance to erase all of his debt, and maybe even earn some cash, in one night.

Via gambling.

With thick bold lines, exaggerated expressions and hugely caricaturized faces that woul make more sense in a comedy that all serve as a plus to the show, Kaiji is an intense psychological thriller that always leaves you on the edge of your seat, with some of the most insane and dramatic gambles in any piece of fiction.

Genre: Psychological, Thriller, Gambling

Panty and Stocking With Garterbelt

Two angels, kicked out of Heaven, have been tasked with cleaning up the filthy sin-riddled Daten City, and can only return once they’ve gotten enough Heaven coins!

Not like that matters to Panty and Stocking anyways, whose only cares in the world are what tastes good, much to the chagrin of local priest Garterbelt.

With a ton of American pop culture references, humor that would make South Park seem like a kid’s show, action that is so bizarre it can’t even be explained, and an animation style that’s more akin to a cartoon on a huge drug trip than anything else, Panty and Stocking with Garterbelt shows that sometimes too much of a good thing is still a good thing.

Genre: Comedy, Action, Parody, Not something to play around Grandma

Jojo’s Bizarre Adventure

There really is no other gif that explains and summarizes Jojo’s Bizarre Adventure better than this one.

Based off the hugely popular manga by Araki Hirohiko, the show follows the story of the Joestar bloodline. Jojo is unique in that it doesn’t follow one group of characters or main character throughout the entire franchise, but rather a different cast in a different location throughout the world, ranging from 1930s New York, to 1980s Japan, to Egypt and much more.

If I’m being rather vague about describing this rather popular show, I apologize, but there really is no way to properly explain this bizarre series.

With proportions that look like it was ripped straight out of a bodybuilder’s magazine, poses that could probably break your spine if even just attempted, and fights that end up being some of the most hype as well as some of the most ridiculous you’ll have ever seen, as well as a bright, dramatic colour pallete, this is a show that truly lives up to its “Bizarre” title.

(also protip: start with the 2012 adaption first rather than the 90s OVA, and read the manga.)

Genre: Action, Comedy, Supernatural, Mystery

At Bay V

//You x Jongdae 💙

Summary: Big Hero 6!AU, with Jongdae as Takeshi Hamada and Daeul as Hiro Hamada, placed before Takeshi/Jongdae entered University.

Part I II III IV


So that was it.

Your work with Jongdae ended just as abruptly as it started, leaving you without a graduation project and with really bad aftertaste in your mouth.

It turned out that the copy on the comp was the last existing one, so you left Jongdae without graduation project as well.

Not that you cared.

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Psycho Pass Movie Novel Chpt. 2 - Part 1 of 2

Half of chapter two is done. This part is really nice and features some scenes already seen in the movie and some new scenes.

 

Akane and Kaori meeting.

Gino’s shower scene. (sorry, I don’t have a pic for this one. If some talented artist would like to make one, I would happily put it here).

Sugou and Hinakawa training.

Thanks to my dear Beth, who has the patience to read and fix all my messes and give me always good advices.

 

Note before reading: sentences in italics represent the character’s thoughts.

1

In the chief office at the Public Safety Bureau headquarters, behind the desk, Tsunemori was facing her superior — Kasei Jōshū. Chief Kasei, who is a part of the Sibyl System.

It was not a metaphor; she was a mechanical body, the container of a packaged ‘brain’.

Finding out that thing had been a shock for Tsunemori and even now she could remember her sense of hatred*, but she had completely gotten used to behaving in a manner so as not to show it openly.

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Roles in the Industry: The Gameplay Programmer

Some people love game development, and are more technically-minded than others and are more interested in the actual nuts and bolts of how things work. These types of people love to solve problems - the “how” is as important as the “what”. Finding a solution that works is what drives these folks, and they end up being programmers. It is on the backs of these people that video games are even possible - they are very much the glue and mortar that hold all games together. Today, I’m specifically going to talk about a key role in the industry - the gameplay programmer.

I’ve realized that not everyone understands what different flavors of programmers actually do, ever since one misguided individual once tried to convince me that every programmer on the team is technically a gameplay programmer because they all work on the game on some level. This is not true at all - gameplay programming is its own specialization, just like graphics programmer, physics programmer, or network programmer. When companies are hiring a gameplay programmer, they will look specifically for qualifications for a gameplay programmer.

What a gameplay programmer actually does is work directly with the game designers to support them and build the tools and systems they need. So, for example, if you wanted to build a power up system for a game, the designer would work with the programmer to come up with a set of rules for how the power ups work (there are these many different power ups, they activate when you touch them, they last for 30 seconds, they provide these discrete bonuses when active, if you touch a new power up it overwrites the old one, you can only have one power up active at a time, etc.), and then it is up to the programmer to actually write the code that handles what the system does. This is what engineering is all about - finding a solution that works for the task at hand and considering (and preparing for) the potential future issues that might crop up (what if we want more power ups? What if we want power ups with different individual durations? What if we want to be able to tweak the strength of individual power ups while in game?).

The best gameplay programmers are the ones who can think about things both from a designer’s perspective (how do we make this fun, intuitive, and interesting?) but also consider all of the technical constraints at the same time (we can only show 12 fully-animating characters at a time, this system is not efficient enough, it’s crashing because we’re overflowing the memory we allocated to it). They work hand-in-hand with the designer, and often get to make design calls as well because of their familiarity with the technology that is being used to make these game systems function. This can result in some very interesting problems to solve, like the ones I had to deal with when I created a grab system for a first-person shooter. I’ll illustrate.

The feature: My action hero walks up to an enemy, grabs him, and then kills him in some spectacular, cinematic-looking fashion.

Considerations that must be made while working with the game designer:

  • How do we keep this from getting dull? (multiple different grabs)
  • How do we decide what sort of grabs to use? (Motion capture the grabs, get animators to direct the action)
  • Is there a difference between a grab from the front, or a grab from behind? (yes - if the victim is aware of the hero, then it will be a grab from the front. If the victim is not, it will be a grab from behind and a stealth kill)
  • What happens when you grab someone while other enemies are shooting you? (You can take damage up to 50% of your health dependent on difficulty level, but cannot actually die while grabbing someone)

Considerations that the programmer must make on his or her own:

  • What happens if the hero and the victim are at different heights? 
  • What’s the maximum range of motion for the grab?
  • When the player initiates a grab, does the player move to the victim, or does the victim move to the player? How do you ensure the player or the victim is left in a legitimate position and doesn’t get stuck in something?
  • What do we do if the player tries to perform a grab in a place where the hero will not have enough room to do the full grab animation?

That last question in particular took me months of work to solve, and even then I didn’t solve it completely by the time the game shipped. As you can see, being a programmer is about solving problems even moreso than the designer - you have to really figure out all of the bits of the problem and solve them all. But you also have much more in-depth knowledge of how the entire system works. You get to create those systems. You get to be the first to see something awesome happen, and you get to be the one to feel good to know that every time a player grabs an enemy and kills him in a spectacular fashion, that was something you did. Every time the NBA player puts his hand in the right spot and blocks a shot, that was something you did. There’s really a strong sense of ownership knowing that it was code you wrote and debugged directly that makes these features actually happen.

One of the things that is incredibly important to gameplay programmers is a strong grasp of mathematics, particularly vectors and 3D math. I constantly hear high school and college kids wonder aloud what they’d ever use the math they’re learning for. I’ll tell you that if you ever want to get into gameplay programming, you will need math. When I’m doing software engineering work, I use it all the time. Once I sat down to have lunch with some of my university friends, and we talked it over. Between the three of us - a microchip designer who designs RF chips for cell phones, a database software engineer who works for a major major database company (the one who does all of the databases for World of Warcraft, Fortune 500 companies, etc.), and me… I’m the one who uses math the most often. But if you think about it, it makes sense given the sort of tasks a gameplay programmer needs to do.

One of the most common questions I’ve seen at job interviews (including ones I’ve given) is a math question. Let’s suppose that you’ve got a gun somewhere in a world and it has a position (where it is) and an orientation (direction it’s pointing). You also have a circular target in the world somewhere and it has a position (where it is), an orientation (which way it’s facing), and a radius (how big around the target is). The question is… if the gun were to fire, would it hit the target?

How do you answer this question? The answer is in the math… you’re looking at vector math here, and you need to be able to calculate this sort of thing because being able to tell whether a gun hits its target, whether your character is visible to an enemy, whether a position on the map is reachable, or even whether a punch will connect all require some amount of math, as well as the ability to visualize how these things are represented in 3 dimensional space.

For students interested in solving problems at a more fundamental level, you’ll want to study computer science and math in school. I can’t stress this enough, because it’s very much needed if you really want to make games.

For those who are interested in becoming a programmer and don’t have the option of formal schooling, I would suggest studying and learning basic programming principles, especially how object-oriented programming works. You should also study data structures and algorithms - these are means to create more efficient solutions, and the speed at which your solutions run is very important when you are trying to make a game run at a good frame rate. Learn the basics of how physics works… basic concepts for Newtonian physics are useful - how objects move, and how acceleration affects them. And finally math - there are a lot of online resources that will teach the basics for vectors. More specifically, you must know how matrices are used to represent positions and orientations, what a dot product and cross product are, and how they can be used to calculate positions in 3 dimensions.

It really isn’t as complicated as it sounds, but that’s why it’s incredibly important to find a teacher who can explain the concepts in a way you understand. Knowing how things are represented in 3 dimensions and how to get from point A to point B quickly are incredibly valuable skills to game developers, and will carry you far if you choose to pursue a career in development. Being a gameplay programmer is a fun and rewarding job, because you are literally there where the rubber meets the road. You are the one who gets to make the game feel responsive, you are the one who gets to make the game system actually work, you are the one who gets to adjust and tune and tweak all the little bits to make everything come together smoothly, and being able to point at a feature or a mechanic and say “I did that. That’s me.” in a game that’s on the shelf is an incredibly rewarding feeling.

Insurgent: My “review”

Movie talk time! I’ve taken my time to write this because I don’t want to forget anything. So this post might get updated a couple of times. I’ve probably forgot a lot. THIS IS LONG AND I’M SORRY BUT I HAVE A LOT OF FEELS. CONCLUSION IS GO WATCH INSURGENT!


Major spoilers below from all three books. :]

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Tokyo Memories - what makes Shin Megami Tensei IV so good?

(This article contains spoilers for the entire game)

If there’s one thing that I like to indulge in not only in video games, but also in real life, it’s discovering new and interesting places. I’m someone who likes to travel. I like taking a walk with no particular goal in mind to just see where my feet will take me. Apply that mentality to video games and you’ll find that a lot of my favorites happen to have a very strong sense of place and discovery; games like the original Dark Souls and Metroid Prime come to mind. It’s just something that I am very fond of for whatever reason.

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