Friend Of Mine Linked A 5.5 Hour Long Youtube Video Picking Apart The Entirety Of Nickelodeon's 2010

Friend of mine linked a 5.5 hour long Youtube video picking apart the entirety of Nickelodeon's 2010 series Victorious. And we all independently went "lmao hey what the fuck who would watch a 5.5 HOUR long video on Victorious"

and we all independently went on to watch the 5.5 hour long video on Victorious.

Bopping Friday night with me and the girls exchanging Ariana Grande lore over the discord.

More Posts from Rejectedartist and Others

6 months ago

Urgent case 🚨🚨my heart is aching on my injured father😭 DONATE if you can🇵🇸🇵🇸

My father needs you 🙏 yes needs your donation, you are our last hope, he is very tired and sick because of war.

My father is injured in his neck because of war.

We barely can live 😞

Donate and save My father 🙏

Reblog my pin post

https://www.gofundme.com/f/save-mohamed-and-his-elderly-parents-from-genocide

Urgent Case 🚨🚨my Heart Is Aching On My Injured Father😭 DONATE If You Can🇵🇸🇵🇸

URGENT!!!


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1 year ago
Just Showin Off A New Spider Oc!

Just showin off a new Spider oc!

She's about 26, and because of the spider that bit her, she turned blind, but in turn all her other senses got enhanced due to well spidey sense. Even when not in a fight, she sometimes gets easily startled and might instinctively punch the person who scared her.

I'm still workshopping her rn tho ✌️


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1 year ago

hi hello hey the way you draw Maki is gorgeous holy shit she's so pretty

Thank you!! I try, she just deserves to be pretty

1 year ago
Drawn By @hajihiko
Drawn By @hajihiko

drawn by @hajihiko

I would like to remind everyone the main point of this comic was that Fuyuhiko is a sweetie true yakuza boss who has the inherent desire to take care of people!

3 years ago

I love going viral on tumblr.com. It’s like if you stood in a field and said some of the stupidest shit a human being is capable of and then like fifty thousand crows attacked you

1 year ago

Portfolio advice, from a lead who hires Concept Artists

(This was originally a twitter thread I wrote before the site self imolated, hense it's strange structure.) I wrote this after a weekend of portfolio reviews - 1. Like a maths exam, please please show your working. I want to see thumbs options, mid options and of course a final design.

Portfolio Advice, From A Lead Who Hires Concept Artists
Portfolio Advice, From A Lead Who Hires Concept Artists
Portfolio Advice, From A Lead Who Hires Concept Artists
Portfolio Advice, From A Lead Who Hires Concept Artists

2. Arrange your portfolio, I don't want to bounce about between subject matter and pipeline. Your portfolio's narrative should be as strong as your work... 3. Please make worlds that excite the viewer, make them want to go in and explore them, explain to them the interesting parts of the town, or the way the character's hat unfolds. How will this draw the viewer in? 4. As I've said before the majority of your project work is explanatory not mood, make sure your portfolio contains explanatory work. Explained here -

Portfolio Advice, From A Lead Who Hires Concept Artists

5. A lot of beautiful post apocolyptic paintings, , but 80% of realistic games and film, we just give the environment artists photo ref, they are capable artists in their own right. Different work in stylised where you do need to create rules for how things can be translated. 6. Production art contains call out sheets, material references and flat graphics. This doesn't have to be your final image, but it should support it.

Portfolio Advice, From A Lead Who Hires Concept Artists
Portfolio Advice, From A Lead Who Hires Concept Artists
Portfolio Advice, From A Lead Who Hires Concept Artists
Portfolio Advice, From A Lead Who Hires Concept Artists

7. Design characters on a swatch(es) of the environment they will be viewed in. Not on white. I make swatch backgrounds from screenshots, it avoids assumptions that damage readability. 8. Reverse of this, put people in your environments, show me the scale.

9. It's not a deal breaker for a review, but if you intend to get a job, please show me your work on a screen larger than a smartphone (print outs probably the cheapest option with the best battery life). 10. Please have your contact details clearly visible, and by that I mean email address, I will not pass your social media contact on, I cannot input your form into my tracking system. EMAIL ADDRESS emblazoned and bake it in, sometimes recruiters do funky stuff to pdfs

11. Your portfolio will never feel done, not to you anyway. You will have learnt from your latest pieces and want to apply it to older work. But we know art is a journey. Send your portfolio anyway. I've been in the industry 10+ years and my portfolio is still not 'finished'. 12. If you are applying to an environment centric Concept Art position then please vary your times of day! Golden hour is cool but show me some happy sunny days, looming overcast days, what about at night? Vary your weather too! Sunny snowy day? Rainy Spring day? Stormy night?

13. If you are applying for a character centric Concept Art role then please ensure your portfolio shows a variety of body types and ethnicities. 14. Designing characters for games? Please show back views and feet (!) Many potfolios contain only front views. This is a problem because:

You haven't shown you are considering the design from all angles.

In many games rear view is the main view.

Stop cropping feet.

15. If you are entry / graduating and looking at Portfolios to compare content and standard of yr own work too, look at hired grad/junior artists as opposed to seniors Seniors and leads often have old or personal work in their portfolio which isnt representative of the day job. 16a. Show clearly the intended use case for your Concept Art. Mention the game type in the description. Are these player character designs for a 3rd person adventure game? Then more back views please. Bonus points for diagetic ways of showing health / equipment / role etc.

16b. Are these designs for an FPS? Then really the player view of the gun needs to sell the player style/ choices, in an FPS your weapons are almost your character. Are these world designs? What's the view distance? For an RTS your shapes need to read from above & a distance. 16c. The lack of clarification means I am judging the design in isolation, which both harms the design (you might be considering the backview of a char as the main adventure character.) Or an NPC, their waist up expressions may be important for conveying exposition and mechanics.

16d. Concept art is not separate from gameplay, great concept art serves the game team before it is a good illustration.

17. Play games. A variety of games. Think about them. IMO to be a good concept artist you need to understand the common language & references used by your peers. Also understand the principles and common language your audience are used to. FPS design rules are v.diff from RTS.

18. There are many skills that are needed in concept art, please show them. For example: Graphic design - logos, liveries, typographic use etc. VFX concepts - Abilities, Ambience, motion concepts. Architectural knowledge - How buildings are built! & more but I'm out of space :O

6 months ago

Hello lm hamdi ,I humbly ask for your support by reblogging this post on your account to help me and my family. As newcomers to Tumblr and GoFundMe, we are in desperate need of your kindness and support. 🙏🇵🇸🍉😔Please donate 🙏🏼Let's reach the goal as soon as possible .

URGENT!!!!!


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