The (world)BuildGuild

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
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You’ve probably wondered where I’ve been. I don’t blame you. It’s been a hot minute.

The reason for the absence is simple: I started my career as a consultant in visual storytelling and narrative design this autumn.
As such, I’ve had to consolidate a lot of my work into building my business.

That means that for the time being, BuildGuild will, unfortunately, be on pause until further notice.

However:

You can still get your regular dose of free writing, designing and drawing tips! Every month, I release a newsletter that provides insight into my life as a creative business owner that’ll keep you up to date with my work, upcoming classes/workshops AND a monthly serving of tips and tricks to improve your creative writing, designing and drawing skills!

You can sign up for the newsletter here:
https://mailchi.mp/28779b312567/checkpoint-tales-newsletter
With just a few clicks.

If you want more of me and my business, you can follow me on Facebook and Instagram under the name ‘Checkpoint Tales’.
Here you can communicate with me directly as well.

It’s been many good years here at BuildGuild and Redlinestation,
and I hope you’ll continue following me and hearing me out on my many creative ramblings that are still to come.

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Syllabus: Affordance in Hero Props

When you’re creating Hero props for your universe, there’s some things to keep in mind. They have to look good first of all, but also functional and interesting too! More importantly, they have to communicate their purpose so that the audience understands the effect of the “Hero prop”.

Hero props are the more detailed pieces intended for close inspection by the camera or audience. The hero prop may have legible writing, lights, moving parts, or other attributes or functions missing from a standard prop. - Wikipedia

Keep reading

syllabus mod wackart prop design worldbuilding

Anonymous asked:

the discord link is borked again!

So sorry for the late reply, I’ve been out of town last week.

Here’s the link for the old RedLineStation’s discord. The server is still live and somewhat active so hop on in and get some new art-friends!

  • mod wackart
mod wackart redlinestation blog moderation

Anonymous asked:

Ello here I was wondering what happen the the red line station tumblr Account because every time I tried looking it up I can’t find it i would really appreciate it if you answered Me

Hello!

If you’re looking for the old redlinestation tumblr account it is here. You can find the posts from it by scrolling down. I’m working on setting up a proper archive but it will be a while since tumblrs tags are broken, and I will need to manually copy and paste every tutorial :)

The original redlinestation got defunct because most of the mods switched to work on the redlinestation discord server. That is why I took over the blog and relaunched it as worldbuildguild.

- mod Wackart

ask mod wackart

Syllabus: Line Mileage

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(source)

If you google Line Mileage you’ll see relatively few search results. Why this term has come to be so obscure to the public is everybody’s guess. Regardless; it is an incredibly important concept for artists working with visual storytelling to understand, as it informs them of how labour-intensive a design or composition can be.

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mod wackart essay line mileage character design syllabus

Alan Moore’s: Writing for Comics

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So for the blog’s first book-review I’d like to talk a little bit about Alan Moore’s: Writing for Comics. Predominantly because of the dozens of books I’ve read on visual storytelling and fictional writing, this is the one I’ve read most recently. The others need a re-read in order for me to give them a fair review.

To those unfamiliar:
Alan Moore is considered one of the most important British comic writers of half a decade. His works include comics like V For Vendetta, Swamp Thing, The Killing Joke, and perhaps most famously; Watchmen.

Alan Moore has worked for Image Comics but has launched his own publisher: America’s Best Comics.

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review book review comic writing mod wackart

skyderman asked:

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hello! i have somewhat recently carved out my niche in character design (specializing in fantasy, typically D&D characters) and i feel pretty confident about my abilities, but i’m curious to see what kind of critique some fresh eyes may offer. here are some recent designs that i’m proud of. the biggest thing i struggle with is colors outside of a blue and blue-adjacent range, so these two had me pushing myself. i tend to go for muted colors in general but i’m not totally satisfied with its effect on my art. (these two are scorch and quartz, she/her for both, fire and earth genasi respectively) thank you! 🖤

Hey Astrophysiciann!
Due to blog policy I can only critique one of the characters for now, but feel free to resubmit the image into our askbox if you want an opinion on the second character.

Before I get into the meat of the critique, I would like to start up by listing the things I really like about this design:

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In overall, the design is full of really interesting details. The pallette is consistent and has a strong theme going, and the character’s personality and attitude is communicated really well through the posture, the expression and anatomical features.

What struck me about the design first when I started studying it closer was the intricacies of the design. Now, I don’t know which medium this design is made for. Your treshold for the line mileage might be a lot higher than what I would personally default to.
But regardless of that there’s an abundance of details here that my eyes, unfortunately, don’t really pick up when looking the design over. This is a very common situation artists end up in.
Myself included. Especially in the first few iterations of a design.
We love to see characters rich in ideas, but in some cases, these details can end up overshadowing one another, and thusly - the individual idea doesn’t get as much attention as it deserves.

I will write an essay on this particular situation down the line. But for now I’ll refer to my very brief introduction to the economy of ideas in a previous post on my designprinciples in the section called “ One Main Idea, Two Secondary ideas” (which I really have to find a snazzier name for)

I will let this principle guide me into the first step of my critique.

Keep reading

submission character design mod wackart

A quick intro to my approach

Ok so, I’m going to stop ranting about me very soon, I just want a few things out of the way first. Throughout my 6-7 years of art schooling, our professors would always start the classes up by introducing themselves, their body of work, and the industry they come from. This was not to showcase themselves, but to lend credence to their teachings, and to let us students know where they came from when giving critique. Which could sometimes help us as students to analyze and apply their feedback properly, knowing that they would’ve been reviewing our work from X, Y, and Z experiences.

I’m going to do the same here. Just like with introducing you guys to my CURLS model, I want to give you a fair chance at understanding the motivations behind my opinions, and decide whether or not you may agree with them or not. So that when you receive feedback, you can sort through my comments, take what you want, and leave the rest. I promise I’ll try to make this worth your time by peppering some advice for designing (for characters this time) in here and there, that I personally use when working. I’ll of course go more in-depth with this advice later, but consider it a sampler for what’s to come (that you can always google for yourself should you be too impatient to wait for the full essay)

Keep reading

mod wackart character design design principles essay