Edzio K.
banner
demiurge.bsky.social
Edzio K.
@demiurge.bsky.social
Angularity and reactivity. Immersive Sim. Project Anarres developer. Anarchist. He / Him.
Fucked up anew remembering how perfectly The Brutalist (2024) was photographed.
November 23, 2025 at 4:51 AM
Some more exotic ammo cases.
November 20, 2025 at 10:33 AM
Sean Penn reminded everyone that all those Oscars weren't for nothing. I'm stunned. I'm obsessed with Steven J. Lockjaw. He's an absurd character yet all these deeply human universals are expressed so vividly, drawing seemingly every military colonel of the past half-century into a platonic monster.
November 20, 2025 at 9:53 AM
So many discrete pieces of genius. Like the hydraulic dynamic of the Combine gunship's self-protecting weaponry and turning speed against a laser-guided RPG. It produces something akin to a remote controlled aerial fight with intuitive control and all seamless to the continuity of other action.
November 19, 2025 at 9:53 AM
Viktor Antonov was a lineal inheritor of the speculative architect Lebbeus Woods. His work and insight are so tangibly and beautifully realised in the shifting, additive, subtractive, angular forms in which a final stasis is denied. Consuming. Overtaking. Combining.
November 18, 2025 at 11:10 AM
Recalling the Normandy Landings, there's fight over beachhead emplacements, each with its own curious permutations and escalations to navigate before an Antlion-assisted jailbreak of such incredible empowerment. There could be an entire thread on how skillfully progression is varied area-to-area.
November 18, 2025 at 10:43 AM
One goes from limited ammo physics-based survival horror in Ravenholm to WW2-intensity battles in the apartments of City 17. Airboat chases. Playing catch with a giant robot. The sheer diversity of vignettes wrung from a such simple gameplay grammar is astonishing. The apogee of linear level design.
November 18, 2025 at 9:54 AM
Half-Life 2 (2004).

Owed a debt to replay this after last year's anniversary. It still feels unlike other games — a masterpiece of visual design and composition, its full achievements are too numerous to summarize.

I recall before release it looked like something impossible.
November 18, 2025 at 9:54 AM
The superimposition of Vineland (1990) is there and yet Anderson spraypainted something breathtaking, beautiful, urgently contemporary and transhistorical on the office walls that bequeathed him such an improbable budget for such an improbable film. I fucking love it.
November 16, 2025 at 8:40 AM
One Battle After Another (2025).

One-hundred percent kino.

📽️
November 16, 2025 at 8:40 AM
The texture is all done in PS. I generally avoid Substance Painter unless the model is exceptionally complex.
November 13, 2025 at 12:01 PM
It must be said that the pixel artistry is just remarkably cohesive and impressive — often startling with a cut to an unexpectedly detailed and unnerving facial expression or artifact. Fantastic colour choices as well.
November 7, 2025 at 8:13 AM
The Excavation of Hob's Barrow (2022).

One of the best adventure games I've had the pleasure of discovering; a horror triumph commendably deliberate with its gradual escalation. Recalling The Wicker Man (1973) and Wake in Fright (1971), it arrestingly sustains mystery and suspense to the very end.
November 7, 2025 at 7:54 AM
Some ammo boxes I textured recently.

#GameDev #GraphicDesign
November 3, 2025 at 6:15 AM
From the demo of BIRDCAGE (2025).

Shoot ‘em ups are sadly not my forte. Previously a non-factor of my life now writ tragic given the sublime aesthetics. If there are any genre enthusiasts among my followers do pursue this.
November 2, 2025 at 8:01 AM
Mars Express (2023).

Among the more impressive animated works of the last decade — relentlessly introducing some novel idea, interaction, implication and complication to a breathtaking degree. I was utterly compelled from the first scene to the credits.

📽️
October 26, 2025 at 3:25 AM
From the demo of Love Eternal (2025).

Supreme elegance — cardinal directions, jump, flip. Yet how much is wrung from this grammar becomes almost shocking. Further, gorgeous pixel artistry.
October 23, 2025 at 8:24 AM
From the demo of The Séance of Blake Manor (2025).

Among the best surprises of the Next Fest — an investigation game with notable influence from Pathologic (2005) in having a time pressure and every life in the titular hotel at hazard. Captivating mechanically and atmospherically.
October 20, 2025 at 10:10 AM
WIP. Central container elevator.

#GameDev
October 20, 2025 at 7:35 AM
From the demo of Skate Story (2025).

The perfect foley of polyurethane wheels on concrete and constant musical frisson by Blood Cultures — even the wild lens effects contribute to a glittering experiential bliss. Joining the chorus of recommendation.
October 19, 2025 at 2:24 AM
October 18, 2025 at 11:37 AM
Akira (1988).

I held this in my heart as being an epochal work of animation — somehow that still felt inadequate for just how astonishing every shot was on revisit. Each a world of design and detail and appearing an unfathomable labour immediately displaced by another such achievement.

📽️
October 16, 2025 at 6:01 AM
WIP. Some recent texture experiments — trims really are everything.

#GameDev
October 12, 2025 at 10:32 AM
Afflicted with swimmer's rash so I can only look upon this jellyfish with envy.
October 10, 2025 at 5:35 AM
From the demo of Sword Hero (2025).

An incredible morsel that gestures towards a masterpiece somehow solo developed. The systemic riches of a Gothic (2001) or Arx Fatalis (2002) enjoined to a fighting system whose weight, consequence and sophistication leaves so much else revealed as milquetoast.
October 8, 2025 at 3:51 AM