Art Lover | Dorky Gamer | Spotify Junkie

Joined April 2016
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Today I had the chance to direct Day 877’s theme ; Oracle Cards on @basepaint_xyz 100 artists, only 3 colors! Really happy with how it turned out.🖤💜🤍
Day #877: Oracle cards Mint today's canvas basepaint.xyz/mint
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Art vs artist 2025 ✨ Happy New Year!
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2025 in a nutshell!
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This year I started to post regularly (at least tried to) and I want to thank everyone for the support! Can't wait to see what 2026 will bring! Here is my 2025 recap or whatever you call it!
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PixelJoint Secret Santa gift for hintoflime #pixelart
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MoMA
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Kevin McAllister and the Teenage Mutant Ninja Turtles! What happens when Kevin gets lost in NYC and the Wet Bandits confront him? The Teenage Mutant Ninja Turtles save the day! Raphael, Casey Jones & April O'Neil team up with Kevin in this EPIC Home Alone x TMNT crossover fan film. Happy Holidays! 🎅🏼 #HomeAlone #TMNT #StopMotion
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Erich Sokol Squeezing grapefruit at Aldi right now thinking about this cartoon.
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Kodachrome is one of those remarkable things from the past that we completely lost and will never have again. Impossible to process now. It was an insane filmstock, required a crazy elaborate Kodak proprietary process to develop. Once Kodak stopped developing, it was dead forever
Even cooler is hockey shot with Kodachrome. These pics from the 60s look like they were taken recently
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Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar. This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning. Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit. Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves. Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity. Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation. So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.
what's a gaming take that'll have you like this
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That's a curious-looking Patapon
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The Passage #pixelart
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Happy Birthday DOOM🎉 #DOOM
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i’m genuinely in love with this ad a french one? for a SUPERMARKET?? like woah
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