varis japan


so my bud Joel out in NZ decided to join the C10 rear spoiler club :)
now making it 3 of us!
welcome Joel, suits your roadster well, it looks incredible. I can’t wait to see it painted, which you’ve probably already done lol

originator of the look dylansisland at the bottom!

anonymous asked:

Hello, Just to say (as there wasn't enough room in the last box) I would be very grateful for your insight as it is for a design dissertation I am writing, so i would be very grateful for any feedback you could give me!! I really hope that i hear from you, it would be very much appreciated, thank you for your time :)

Ok, here are the questions and answers this person asked.

1. What factors most effect the visuals of games? (new technological advancements, social expectations,cultural input, current/past events,films, budget etc) 

The #1 factor is the art director for the team. The art director sets the vision for the visuals of the game, and that informs everything. Things like technology, social expectations, etc. are all taken into consideration and constraints (along with things like the target ESRB rating, the target audience, and so on), but it ultimately falls to the team leadership to decide what the aesthetic of the game will look like. Some art directors push for the more realistic type, while others prefer a more stylized approach. Some are huge fans of cinema and cinematic techniques, and others are much more utilitarian in approach. It really depends on the decisions of the art director (and executive producer).

2. Which countries are your biggest buyers and do they effect the visual art within your games you produce? 

North America consume a lot of video games and is generally our primary market due to proximity and ease of entry. Asia is quite varied - Japan buys a lot of games too, but they are more constrained culturally than the Americans are so they are more reticent to buy certain kinds of games (or any Microsoft console). China is an absolutely enormous gaming market, but they primarily play PC and mobile games instead of game consoles. Europe is collectively the third largest traditional market, but that’s amortized across many multiple countries.

The art style can be informed by the nation we’re releasing in. Sometimes we need to localize based on specific cultural cues, or we’re constrained by local laws affecting what we are allowed to display. One of the largest emerging markets in the world is China, and their government is very strict about what can and cannot be shown in a game (e.g. no exposed bones, corpses only in certain conditions, etc.). However, that’s just requirements that we usually make and adjust after the fact, rather than affecting the vision that is used from the beginning to inform the game’s visuals.

3.How do you find the visual depiction of women in games, do you find them to be too orientated toward the male market? and do you find them to be overly sexualised? 

Games are widely varied in terms of media and depictions. While oversexualization has been a persistent problem in general (to the detriment of many otherwise-fine games), things are improving. You can always find problem examples in games without much trouble, but it’s becoming easier and easier to find alternative games that just aren’t as sexualized. The progress might not be coming as fast as some would like, but it is definitely noticeable. The publishers have certainly noticed it - diversity in representation and less pandering have actually translated to more money being earned, so you should expect the general trend to continue. However, there will always be a market for the sexy, so smart money would bet on there always being at least some developers who will develop for that audience.

4.Will the revisit of retro, pixel style games last or fade?

The pixel aesthetic won’t really go away as long as there are people who will pay for games with that visual style. I don’t expect it to be the primary style for any AAA games, but it’s very popular among indie devs and very conducive to getting started. 


ヤマガラのお花見 by myu-myu
Via Flickr:


So this was an interview I found on YouTube that took place from last year’s Tokyo Pride Parade. It’s somewhat of an enlightening watch, to be honest, and I think it shows a relatively nice accuracy as to how the LGBT community is in Japan.

As far as my expectations go when I first watched it, it was as realistic as it could be. In the end, everyone’s experience of living as part of the LGBT community in Japan varies; some are open-minded about it, some are tolerating, some are unfortunately homophobic and the like.

The reason I tagged this as OnS though is that I think it kind of relates to Mikayuu and the possibility of it being canon. After all, media content, even anime, is often affected by and related to society’s ever-changing climate. It’s nice to know that for what it’s worth, it looks like Japan is headed towards the right direction; albeit at a really slow pace, but not too bad either.

Apparently there is a series that Takaya Kagami has done before where a character was canonically gay, but the author did a cop out towards the end. While I don’t know if Kagami-sensei will go towards a similar route for OnS, watching this video and seeing the general attitude from at least a couple of people, I’d like to think that, until I’m proven wrong, I can give him the benefit of the doubt and say he does know; what he’s doing when it comes to portraying Mika’s and Yuu’s relationship.

Will he make it canon? Probably not. But at the same time, I’d like to think that he knows exactly what vibes he’s giving out to his fans for Mikayuu, and that even if he doesn’t make it canon, neither will he take away what we already have. ^^