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So I was messing around the internet was I was passed this link. Video Games, specifically open world sandbox type games, have a notion of external architecture, but little to no internal architecture. Basically you see the outside to a lot of buildings, but you either aren’t allowed inside of them or into only some of them. One marketing bullet point on the game True Crime: Streets of NY that extolled the game on being larger than any before it by having at least one building a block be enterable.
Writers block is an age-old problem, as is â€œartistsâ€ block. Here are a few approaches, both basic and somewhat unorthodox, that may help those creative blocks…
Interior Designers rejoice! Glidden has provided you and me with a dream come true: free paint. Just by signing up online with your address you’re eligible to receive a free quart of paint in any color you want.
Newly released images of an upcoming Tim Burton production offer an alluring peek through the looking glass.
Despite what the title might suggest I do not have the answer. I have no made a game nor do I market them. Yet.
What I do have is a link to an article that explains what can be done. Most games live or die on their marketing. In fact I’d say all games do so, including the big budget AAA titles.
Somewhere between found art, Picasso, and industrial design is where Object Factory’s newest US based installation takes place.