L0 My Inspiration

An interactive project involving a creative bent that I find inspirational is Cooking Mama, specifically the version played on the Nintendo DS.

I admire Cooking Mama because it is an interactive game in which the player must skillfully time and perform tasks to Mama’s standards. The game is challenging, entertaining, and even vaguely informative of cooking skills.
Cooking Mama was developed by Office Create and published by Taito, Majesco Entertainment, and 505 Games. There isn’t much detail about the software, but this game was pretty groundbreaking because of the new touch screen technology on the Nintendo DS.

While there are many known sequels to the game, there are no publicly known prior works in which the developers could have been inspired by (other than different Nintendo DS games). Cooking Mama was a great success that many sequels were created, each having a different theme or challenges.

Project 01 | Self Portrait

here is my self portrait!

sketch

function setup() {
    createCanvas(300, 300);
    background(220);
    text("p5.js vers 0.9.0 test.", 10, 15);
}

function draw() {
    background(106, 148, 212);     //blue
    fill(34, 67, 116);             //dark blue
    stroke(34, 67, 116);           
    triangle(0, 299, 299, 0, 299, 299);

    //hair
    fill(61, 97, 153);            //medium blue
    stroke(61, 97, 153); 
    ellipse(150, 65, 75, 55);
    fill(92, 128, 184);           //lighter medium blue
    stroke(92, 128, 184);
    ellipse(150, 148, 140, 160);

    //shirt
    fill(255, 153, 204);            //pink
    stroke(255, 153, 204);
    rect(30, 240, 240, 120, 60);
    fill(219, 112, 147);            //darker pink
    stroke(219, 112, 147);
    ellipse(150, 245, 80, 40);    

    //neck
    fill(216, 226, 240);            //a little darker than light blue
    stroke(216, 226, 240);
    rect(115, 150, 70, 90);        
    ellipse(150, 240, 70, 40);

    //face
    fill(226, 237, 252);
    stroke(229, 239, 255);
    ellipse(150, 162, 130, 142);    //light blue
    fill(255, 153, 204, 40);        //transparent pink
    stroke(255, 153, 204, 0);
    circle(110, 190, 30);
    circle(190, 190, 30);

    //nose
    fill(160, 188, 229);
    stroke(160, 188, 229);
    circle(150, 180, 17);        
    circle(141, 183, 8);
    circle(159, 183, 8);
    fill(229, 239, 255);
    stroke(229, 239, 255);
    circle(150, 177, 17);        
    circle(141, 180, 8);
    circle(159, 180, 8);
    noLoop();

    //eyes
    fill(255);                     //white
    stroke(160, 188, 229, 50);
    circle(125, 150, 25);          
    circle(175, 150, 25);
    fill(160, 188, 229);           //blue
    stroke(160, 188, 229);
    ellipse(121, 150, 16, 19);
    ellipse(172, 150, 16, 19);
    fill(34, 67, 116);             //dark blue
    stroke(34, 67, 116);
    ellipse(118, 150, 12, 15);
    ellipse(169, 150, 12, 15);
    fill(255);
    stroke(255)                    //white
    circle(119, 147, 5);
    circle(170, 147, 5);
    stroke(160, 188, 229);
    strokeWeight(4);                //blue
    line(112, 134, 124, 130);
    line(186, 134, 174, 130);
    noLoop();


    //mouth
    fill(160, 188, 229);            //blue
    stroke(160, 188, 229);
    strokeWeight(1);
    arc(150, 203, 35, 12, 0, PI);
    fill(229, 239, 255);            //light blue
    stroke(229, 239, 255);
    arc(150, 201, 35, 8, 0, PI);
}

Project 1: My Self Portrait

sketch
function setup() {
    createCanvas(500, 500);
    background(255,138,120);
}
function draw() {
    let borpX = 225;
    let borpY = 170;
    //behind head hair
    noStroke();
    fill(40, 26, 34);
    beginShape();
    vertex(300,195);
    vertex(303,200);
    vertex(305,210);
    vertex(302,240);
    vertex(280,245);
    vertex(270,220);
    stroke(80, 40, 54);
    endShape();
    strokeWeight(1)
    arc(borpX-10,borpY+40,30,50,8.5,4.5);
    arc(borpX+63,borpY+50,40,60,6,8,OPEN);
    arc(borpX+45,borpY+40,75,60,5.7,6.6,OPEN);
    arc(borpX+55,borpY+55,40,60,6.1,8,OPEN);
    arc(borpX+45,borpY+62,40,60,6.2,8,OPEN);
    arc(borpX-5,borpY+53,30,50,7.6,3.7);
    arc(borpX+1,borpY+60,30,50,7.6,3);
    arc(borpX+4,borpY+60,30,50,7.6,3);
    push();
    rotate(0.1);
    arc(borpX+40,borpY+40,30,50,7.6,3);
    pop();


    //cranium and fillings
    angleMode(RADIANS);
    fill(255,233,199);
    noStroke();
    ellipse(246.8,500/2.195-12,71.5,55.8);
    stroke(0);
    arc(249,500/3+8.5,92,90,2.5,7.05,OPEN);
    noStroke();
    ellipse(221,500/2.45,20,30);
    ellipse(282,500/2-42,10,10);
    stroke(0);

    noStroke();
    fill(222, 0, 111);
    ellipse(262,270,100,20);
    triangle(160,500,260,260,388,500);
    stroke(0);
    arc(262,270,100,20,3.2,6.2);
    fill(255,233,199);

    //neck
    noStroke();
    fill(255,233,199);
    beginShape();
    curveVertex(240,245);
    curveVertex(240,245);
    curveVertex(239,258);
    curveVertex(240,268);
    curveVertex(285,266);
    curveVertex(281,250);
    curveVertex(280,223);
    curveVertex(280,223);
    endShape();
    noFill();
    stroke(0);
    arc(230,245,20,50,5.5,8);
    arc(290,225,20,80,7.8,10);
    fill(255,233,199);

    //clothes
    fill(222, 0, 111);

    beginShape();
    vertex(240,258);
    vertex(225,255);
    vertex(205,257);
    vertex(190,280);
    vertex(180,350);
    vertex(150,470);
    vertex(162,500);
    vertex(180,520);
    endShape(OPEN);

    beginShape();
    vertex(200,400);
    vertex(240,256);
    vertex(250,268);
    vertex(260,258);
    vertex(300,255);
    vertex(320,257);
    vertex(350,285);
    vertex(365,350);
    vertex(400,440);
    vertex(398,500);
    vertex(360,530);
    endShape(OPEN);

    

    curve(245,264,240,268,197,270,200,220);
    curve(245,264,240,268,183,340,200,220);
    curve(220,390,208,420,160,460,130,420);
    curve(260,265,255,268,335,270,330,220);
    curve(260,265,255,268,365,350,330,220);
    curve(220,370,200,400,365,440,330,220);
    fill(255,233,199);
    beginShape();
    vertex(239,255);
    vertex(235,278);
    vertex(275,256);
    endShape(OPEN);
    line(200,400,240,500);

    //chin segments
    fill(255,233,199);
    beginShape();
    curveVertex(215,231);
    curveVertex(215,231);
    curveVertex(228,243);
    curveVertex(250,244);
    curveVertex(280,223);
    curveVertex(280,223);
    endShape(OPEN);
    //arc(246.2,500/2.195-10,69.5,55.8,6.5,9,OPEN);
    push();
    translate(215, 216.43);
    rotate(-0.2);
    arc(3,0,15,42,8,4.45,OPEN);
    pop();
    //ear
    push();
    translate(284,500/2-32);
    rotate(0.3);
    arc(0,-5,13,26,4.1,8.1,OPEN);
    arc(1,-5,7,15,8,4.6,OPEN);
    pop();
    arc(284.9,500/2-35,4,8,4,7,OPEN);
    //eye1
    let lefteyex = 262;
    let lefteyey = 198;
    noStroke();
    fill(255);
    ellipse(lefteyex,lefteyey+1,20,16);
    fill(240);
    arc(lefteyex,lefteyey-2,20,10,3.2,6.3);
    fill(33,6,4);
    noStroke();
    ellipse(lefteyex+4,lefteyey,10,14)
    fill(255,164,128);
    ellipse(lefteyex+4,lefteyey+4,6,5);
    fill(0);
    ellipse(lefteyex+4,lefteyey,5,8);
    fill(255);
    ellipse(lefteyex+2,lefteyey-2,3,6);
    stroke(0);
    noFill();
    ellipse(lefteyex+4,lefteyey,9,13);
    arc(lefteyex,lefteyey-2,20,10,3.2,6.3);
    //eye2
    let righteyex = 222;
    let righteyey = 198;
    noStroke();
    fill(255);
    ellipse(righteyex,righteyey+1,20,16);
    fill(240);
    arc(righteyex,righteyey-2,20,10,3.2,6.3);
    fill(33,6,4);
    noStroke();
    ellipse(righteyex+4,righteyey,10,14)
    fill(255,164,128);
    ellipse(righteyex+4,righteyey+4,6,5);
    fill(0);
    ellipse(righteyex+4,righteyey,5,8);
    fill(255);
    ellipse(righteyex+2,righteyey-2,3,6);
    stroke(0);
    noFill();
    ellipse(righteyex+4,righteyey,9,13);
    arc(righteyex,righteyey-2,20,10,3.2,6.3);
    //mouth
    stroke(0);
    curve(228, 225, 233, 230, 240, 230, 245, 225);
    //nose
    fill(255, 195, 184);
    noStroke();
    triangle(240,215,232,215,235,218);
    stroke(0);
    noFill();
    arc(226,208,18,20,6.1,7.1);
    arc(240,213,15,10,8.8,9.2);
    //eyebrows
    let leftbrowx = 210;
    let leftbrowy = 185;
    let rightbrowx = 273;
    let rightbrowy = 185;
    noStroke();
    fill(26, 2, 20);
    beginShape();
    curveVertex(leftbrowx,leftbrowy+3);
    curveVertex(leftbrowx+7,leftbrowy+2);
    curveVertex(leftbrowx+18,leftbrowy+4);
    curveVertex(leftbrowx+25,leftbrowy+3);
    curveVertex(leftbrowx+20,leftbrowy-1);
    curveVertex(leftbrowx+7,leftbrowy-1);
    endShape(CLOSE);

    beginShape();
    curveVertex(rightbrowx,rightbrowy+3);
    curveVertex(rightbrowx-7,rightbrowy+2);
    curveVertex(rightbrowx-18,rightbrowy+4);
    curveVertex(rightbrowx-25,rightbrowy+3);
    curveVertex(rightbrowx-20,rightbrowy-1);
    curveVertex(rightbrowx-7,rightbrowy-1);
    endShape(CLOSE);
    //hair
    fill(40, 26, 34);

    beginShape();
    vertex(200,175);
    vertex(220,140);
    vertex(228,127);
    vertex(290,139);
    vertex(295,160);
    vertex(295,190);
    vertex(285,190);
    vertex(235,162);
    vertex(225,170);
    endShape();

    
    stroke(80, 40, 54);
    strokeWeight(1)
    arc(borpX-15,borpY+10,20,50,8,3.5);
    noStroke();
    rect(borpX-16,borpY+5,5,5);
    stroke(80, 40, 54);

    beginShape();
    curveVertex(borpX-20,borpY-2);
    curveVertex(borpX-20,borpY-2);
    curveVertex(borpX-28,borpY+2);
    curveVertex(borpX-47,borpY-9);
    curveVertex(borpX-28,borpY-7);
    curveVertex(borpX-15,borpY-10);
    curveVertex(borpX-15,borpY-10);
    endShape();

    beginShape();
    curveVertex(borpX-8,borpY);
    curveVertex(borpX-8,borpY);
    curveVertex(borpX-12,borpY+8);
    curveVertex(borpX-25,borpY+10);
    curveVertex(borpX-40,borpY);
    curveVertex(borpX-30,borpY+3);
    curveVertex(borpX-20,borpY-2);
    curveVertex(borpX-20,borpY-2);
    endShape();

    beginShape();
    curveVertex(borpX+10,borpY-8);
    curveVertex(borpX+10,borpY-8);
    curveVertex(borpX-1,borpY+2);
    curveVertex(borpX-5,borpY+8);
    curveVertex(borpX-15,borpY+14);
    curveVertex(borpX-27,borpY+15);
    curveVertex(borpX-16,borpY+8);
    curveVertex(borpX-8,borpY);
    curveVertex(borpX-8,borpY);
    endShape();

    

    beginShape();
    curveVertex(borpX-15,borpY-10);
    curveVertex(borpX-15,borpY-10);
    curveVertex(borpX-28,borpY-7);
    curveVertex(borpX-50,borpY-12);
    curveVertex(borpX-35,borpY-16);
    curveVertex(borpX-15,borpY-35);
    curveVertex(borpX,borpY-30);
    curveVertex(borpX,borpY-30);
    endShape();

    beginShape();
    curveVertex(borpX,borpY-30);
    curveVertex(borpX,borpY-30);
    curveVertex(borpX-15,borpY-35);
    curveVertex(borpX-24,borpY-50);
    curveVertex(borpX-15,borpY-40);
    curveVertex(borpX,borpY-40);
    curveVertex(borpX,borpY-40);
    endShape();

    beginShape();

    endShape();

    arc(borpX+36,borpY+5,90,90,5.3,6.9,OPEN);
    arc(borpX+28,borpY-5,90,90,4,5.8,OPEN);

    beginShape();
    curveVertex(borpX+55,borpY+28);
    curveVertex(borpX+55,borpY+28);
    curveVertex(borpX+64,borpY+33);
    curveVertex(borpX+65,borpY+45);
    curveVertex(borpX+72,borpY+35);
    curveVertex(borpX+75,borpY+28);
    curveVertex(borpX+75,borpY+28);
    endShape();

    //sideburn
    push();
    rotate(-0.2);
    arc(borpX+10,borpY+88,10,30,8,5.5,CLOSE);

    //sideswoop
    pop();
    push();
    rotate(-1.4);
    arc(borpX-365,borpY+145,15,30,7.8,4.8,CLOSE);
    rotate(-0.1);
    arc(borpX-390,borpY+130,15,30,7.8,4.8,CLOSE);
    arc(borpX-385,borpY+125,15,30,7.8,4.8,CLOSE);
    pop();

    beginShape();
    curveVertex(borpX+10,borpY-8);
    curveVertex(borpX+10,borpY-8);
    curveVertex(borpX+20,borpY-2);
    curveVertex(borpX+28,borpY+6);
    curveVertex(borpX+40,borpY+14);
    curveVertex(borpX+65,borpY+25);
    curveVertex(borpX+48,borpY+10);
    curveVertex(borpX+40,borpY);
    curveVertex(borpX+35,borpY-8);
    curveVertex(borpX+35,borpY-8);
    endShape();

   // stroke(255);
   // strokeWeight(4);
   // point(235,268);
   // point(240,245);
   // point(287,264);
   // point(280,223);

    

    noLoop();
}

I found the adjusting of the vertices of the custom shapes to be extremely time consuming and frankly agonizing. Were I to do this again, I would try to take more intuitive approaches.

blog 01

The Shoreditch Hotel in London was designed by AQSO Arquitectos and was built in 2017. The building is mixed-use and includes a hotel, cinema, and retail portion.

The monolithic building is contemporarily designed to blend the two streets and look as though it is a flexible feature.
The architects were inspired to create a building that respects the pedestrian flow within the intersection of two landmark streets. They did this by designing towards the urban views while pulling back the building at ground level. The resulting shape emphasizes the sidewalk and building shape on the street side in which pedestrians and cyclists can move perpendicularly.

The facade of the Shoreditch Hotel responds to the site conditions and adjacent buildings seamlessly from regular, orthogonal openings to the twisted geometrical exterior. The building uses the parametric design to support the slight cantilever of the warped mass while morphing the urban fabric of London. The structural system of the facade is constructed along arches and straight lines to create the parametric design of the exterior layer. The openings follow the consistent pattern of the buildings in the back.

https://aqso.net/work/1703ahl-urban-resort-in-london
AQSO Architects

LO: Art and industry

I saw a project testing done by an Italian startup company, called Wasp, designing and making 3D printed houses. It stood out t0 me for several reasons. First the promise of affordable housing due to the fact that much of the labor is done computationally. Secondly, it was much more aesthetically pleasing to me than other 3d printed house prototypes I had seen. 3D printed houses have some obvious characteristics, like the layering for example, and many see them as a drawback. Wasp, rather than disguising the fact that it was 3d printed, designed a house that complimented the characteristics of the process. A design that took advantage of the more unusual, non-rectilinear forms you can afford to create when the labor is computationally driven, and was allegedly inspired by mason wasp nests. A great example of working well within the constraints given, like we have the opportunity to do when making art using js draw.  

The original creators were a designer daughter and electrical technician father who were inspired when messing around with 3d printers. They got their start by adapting the technology of plastic 3d printers to a different extruder that could be used with clay. They made and sold ceramics this way. Developing the technique to print a full house took 9 years.  

While the project probably did involve some custom software, I did not find any specific mention of it.  I did see that they were using grasshopper, a fairly common program for architects. I was originally exposed to the project on youtube at: https://www.youtube.com/watch?v=4MLJs1KRa0Y

3D printed house made by WASP

LO: My Inspiration

The video game Valorant inspires me. Unlike other first-person shooting games, Valorant has artistic visual graphics instead of realistic graphics, beautiful maps inspired by cities around the world, as well as character and game lore. Even though it sounds like just another video game, I think that the amount of effort the creators put into the graphic artistry and backstories of elements in the game really helps the users connect with the content and characters. 

Valorant was developed by the company Riot Games, and designed by Trevor Romleski and Salvatore Garozzo. The game took 6 years to create and was officially launched in June 2020. Valorant is developed using Unreal Engine 4 but I am unsure if they used custom software and scripts. 

Valorant was inspired by other tactical shooter games such as Counter-Strike which is a game with very similar shooting/buying mechanics, and Overwatch with similar agent abilities. The art style is inspired by an illustrative visual design style which is a balance between realism and cel-shaded animation. 

In the growing world of gaming, Valorant has a future in competitive esports, as well as an introduction to stylistic video games. In the two years, it has been out, it has an increasing player base and multiple international tournaments. This game also plants a seed in the development of illustrative shooting games. 

Link

Project 1: My Self Portrait

sketch-01-self portrait
function setup() {
    createCanvas(500,500);
    background(220);
    text("p5.js vers 0.9.0 test.", 10, 15);
}

function draw() {
    background(168,255,125)
    fill(255,230,0)
    ellipse(250,200,500,600)
    fill(196,80,71)
    ellipse(250,200,400,500)
    fill(147,248,234)
    ellipse(250,200,330,430)
    fill(135,73,146)
    ellipse(250,200,270,370)
    fill(0,0,0)
    ellipse(250,200,230,330)     //ellipse(150,150,30,80)
    fill(255,163,204)
    ellipse(250,200,200,300);   //head
    fill(255,255,255);
    ellipse(190,190,50,30);     //eyeball
    ellipse(280,190,50,30);
    stroke(255,0,0);
    strokeWeight(3);
    line(320,220,350,190);      //frame
    fill(180,240,0);
    rect(130,200,90,50);        //sunglasses
    fill(50,158,200);
    rect(230,200,90,50);        
    stroke(111, 78, 55);        
    strokeWeight(20);
    point(190,190);             //pupil
    point(280,190);
    fill(95,29,158);
    stroke(0,0,0);
    strokeWeight(1);
    triangle(230,220,170,240,230,260);  //nose
    line(200,290,280,290)
    noLoop()
}

Project 1: My Self Portrait

sketch
function setup() {
    createCanvas(500, 600);
    background(204);
    
}

function draw() {
   

    fill(0, 0, 0);
    stroke(0, 0, 0);
    ellipse((width/2), (height/2.5), 167, 167);

    fill(0, 0, 0);
    stroke(0, 0, 0);
    rect((width/2.9), (height/2.5), 150, 140);

    fill(215, 180, 146);
    stroke(215, 180, 146);
    ellipse((width/2), (height/2.5), 120, 140);

    fill(215, 180, 146);
    stroke(215, 180, 146);
    rect((width/2.2), (height/2), 40, 50);

    fill(208, 157, 107);
    triangle((width/2), (height/2.6), (width/2)+20, (height/2.6)+20, (width/2)-20, (height/2.6)+20);

    fill(80, 43, 7);
    circle((width/2)+20, (height/2.6)-20, 20);

    fill(80, 43, 7);
    circle((width/2)-20, (height/2.6)-20, 20);
    
    fill(195, 43, 79);
    arc((width/2) - 5, (height/2.6)+40, 40, 25, 50, PI + QUARTER_PI);

    fill(127, 0, 255);
    quad(217, 345, 275, 345, 330, 440, 150, 440);

    noFill();
    bezier(217, 345, 275, 345, 150, 440, 200, 440);
    bezier(227, 345, 295, 345, 170, 440, 210, 440);
    bezier(240, 345, 310, 345, 190, 440, 230, 440);
    bezier(255, 345, 325, 345, 205, 440, 245, 440);

    stroke(0, 0, 0);
    line((width/2)-35, (height/2.6)-35, (width/2)-10, (height/2.6)-35,);
    line((width/2) + 35, (height/2.6)-35, (width/2)+ 10, (height/2.6)-35,);
    

//bezier(85, 20, 10, 10, 90, 90, 15, 80);
// arc(50, 55, 60, 60, HALF_PI, PI);

    noloop();

}

Self Portrait

sketch
function setup() {
    createCanvas(300, 300);
    background(200, 213, 185);
}

function draw() {
    noStroke()
    fill(0);
    rect(75, 55, 150, 220); // hair
    fill(200, 213, 185);
    triangle(130, 30, 25, 150, 1, 1); // define hair background
    triangle(170, 30, 275, 150, 299, 1); 

    fill(200, 162, 200);
    ellipse(150, 320, 200, 160); // shirt

    fill(198, 136, 99); // face base
    ellipse(150, 150, 125, 165);
    ellipse(150, 180, 120, 100);
    rect(130, 200, 40, 50);

    fill(0);
    triangle(180, 60, 80, 130, 90, 80); // define hair bangs
    triangle(120, 60, 220, 130, 210, 80); 

    fill(250, 243,221); // eyes white
    noStroke();
    ellipse(120, 155, 30, 20);
    ellipse(180, 155, 30,20);

    fill(0); // eyeballs
    ellipse(120, 155, 17, 17);
    ellipse(180, 155, 17, 17);

    rect(100, 130, 35, 10); // eyebrows
    rect(160, 130, 35, 10);

    fill(198, 136, 99); // eye smile skin color
    rect(100, 158, 45, 20);
    rect(160, 158, 45,20);

    fill(250, 243,221); // smile
    noStroke();
    ellipse(150, 195, 50, 25);
    fill(198, 136, 99); // smile skin color
    rect(100, 172, 80, 20);

    stroke(0); // glasses
    strokeWeight(2);
    noFill();
    arc(120, 155, 50, 50, 50, 50);
    arc(180, 155, 50, 50, 50, 50);
    }


    //stroke(173,93,93);
    //strokeWeight(4);
    //noFill();
    //arc(150, 195, 50, 50, 50, 40);

    //strokeWeight(3);
    //arc(120, 135, 30, 50, 10, QUARTER_PI);
    //arc(180, 135, 30, 50, 10, QUARTER_PI);

      //  fill(250, 243,221); // eyes
 //   ellipse(120, 142, 30, 20);
  //  ellipse(180, 142, 30,20);
  //  fill(198, 136, 99); // eye smile skin color

    //fill(198, 136, 99); // eye smile skin color
    //ellipse(120, 165, 45, 20);
    //ellipse(180, 165, 45,20);

LO: My Inspiration

My inspiration for this portrait came mostly from the video game and anime art of the 1970s-1990s. Games like Policenauts and shows like Urusei Yatsura have been a consistent source of inspiration for me in my art. (In terms of storyline? Ask me about Ursula K. LeGuin.)


In particular, when it comes to digital art I’ve always been inspired by the pixel-art mastery of the PC 98 games. (yeah yeah I’m a nerd) Shallow romance novella games aside, the PC 98 series has one game which really interested me, the aforementioned Policenauts.

A digital visual novel from 1994, it is probably one of my favorite examples of pixel-art character design out there. This game was developed by Konami and the storyline was written by Hideo Kojima. Kojima had worked on other projects like Snatcher before Policenauts, and this heavily influenced his characters and storyline. Additionally he drew from real life and television to come up with his plot points and other story and design aspects. Despite having never played any of these PC98 games, I’ve watched run throughs and have always been amazed at their quality and how it’s held up over time. The pixel-art graphics rival those employed by contemporary retro callback games, and the character design is full of color and life! (despite only existing in pixelated format) To me the plot isn’t as relevant as the art, so the pixel=art scenes, given the limitations of tech at the time, are really fascinating to me even if I find the dialogue and the plotline boring. Kojima also created a new scripting engine for the story aspects of the game. (the reasons for which are irrelevant but humorous if you look into it)

The game wasn’t as popular as some of his other work, but it got an overhaul in the early 2000s when it transferred to other consoles and had cel animation grafted onto it instead of the pixel-art. I however prefer the pixel-art, as it leaves some of the more shocking colors and gives a rougher quality to the linework.