Apparently, Capcom never licensed some photographs they used to build textures and shit with, and now they might be in trouble.
Devil May Care
this rules I hope she gets paid
I wonder how many layers of theft all this stuff goes through before it eventually gets found by the original creator. This could be someone at Capcom using her work, but is it also just as possible they they got the textures from somewhere who were selling textures they stole from her, or those people stole from someone else who stole from her, etc? I have no idea how texture and assert creation is handled in a business.
Article says there was a CD. Company like this probably has dozens of âsource textureâ libraries; same for foley and tons of other art building blocks. Someone was careless and didnât check or secure the rights, it got thrown up on the shared network assets drive or just passed around, people at Capcom used the assets to create work while almost certainly ignorant of its provenance. (âif the data is here someone else must have figured this outâ)
Itâs important the creator can get compensation for out-of-license use like this or the content licensing model doesnât work.

Why this motherfuker looking like he gonna start rapping about Aaron Burr or some shit
this game says the silent part of why i donât play pokemon and Minecraft out loud,it fucking embraces it, IT SCREAMS MURDER THE ANIMALS AND STEAL THE RESOURCES
very curious about palworld
i donât really like these types of open world adventure games, but this is extremely pretty
obviously itâs a moebius thing, but it also reminds me of zineth
I like that they fake the anime-style low-framerates in the animations by not interpolating them. Iâve been thinking lately about how strange it is that this aesthetic choice hasnât been used more often since, if implemented well, its very evocative of the source material.
this game has been going round twitter in gif form for years, so iâm really wary of it, but damn it would be nice if it was good.
That clip has made me even more wary of it, feels like they had a great graphics engine/effect and got so many people het up about it that they were like well, we better come up with some OoT-cum-Ubisoft-cum-twee-stylings framework to âshowcaseâ it. Really hope Iâm wrong.
I wonder how easy or hard it is to wrangle 3d game engines to get that effect. Iâm sure none of them make it impossible but I can imagine a chicken-and-egg problem there: too much of an investment to prototype the effect unless youâre sure you want to do it, and also you canât be sure itâs a good aesthetic for your game before seeing it in action
Hope sourcing all my swipes from back issues of Swank and Gent will prevent me from getting busted like this.
japanese breakfast is probably near the top of the list of my favourite musicians that are actually in their prime right now rather than well past it but I agree this is right on the verge of turning into prestige soup and seeing the extremely vanilla quest design doesnât help
I skimmed the video like I always do with game trailers nowdays instead of actually watching them and the first thing I saw was the character driving oddly slowly with the giant text âQUEST UPDATEDâ and knew it was no longer a game for me. It was like the first time I saw a gun in a No Manâs Sky trailer, except at least there I knew enough about the gameâs history to guess why it happened.
people want all their fps
compromise?
I like the idea of putting different entities in the world on different framerates, no need to describe someone as graceful if theyâre on 2s/1s and everyone else is on 4s
considering the visual affect it feels like a missed opportunity to do away with traditional sound design altogether and do the entire thing with like, vague ambiences + music
like why go through all the trouble of having the animation style be so distinct if the sound design is going to be the same bullshit âgotta tag all the footsteps in the animation and make sure the surface is accurately represented via SFXâ like every other AAA has
not far off from what the Mushishi anime did to make the titular creatures feel otherworldly: they were all animated on 1s while the human characters were animated on 2s and 3s.




