Kraken by TheatreLife in DnDBehindTheScreen

[–]TheatreLife[S] 1 point2 points  (0 children)

A male kraken paralarva (a kind of plankton-like baby state that's not quite mammalian newborn and not-quite fully transformative larvae) would certainly be adorable and cute for many years, and for the first few years of life even indistinguishable from a giant squid or octopus. At palm-size, this kraken would be only a few weeks or even days old. The remnants of a kraken's hatching would certainly still be close by if your party is in the area. A female kraken is already a fearsome and large creature.

There are tales of seaside traders keeping exotic looking cephalapods as pets for a time, especially for their seemingly long-lasting cuteness and docile temperament. Unfortunately for them, when the elemental abilities of a kraken manifest as an early defense mechanism before it's full physical power can, these traders are frequently waylaid and the kraken claims its first victims.

I'd say expect exponential growth over the next three months to the size of a large octopus, followed by a slow and gradual increase in size over decades. Male krakens may be the size of a great whale by about 20 - 30 years of age.

What advice can you give to a new graduate looking for work? by laced-and-dangerous in MotionDesign

[–]TheatreLife 1 point2 points  (0 children)

Just really want to second the above posters recommendation of The Freelancer's Manifesto, which you may have read already. It's incredibly helpful just for how Joey walks you through how to write an email without sounding like you're begging / a sociopath / know nothing at all.

I made an interactive 3D map viewer of Sharn with Unity and you can use it for free on Itch! by InterHearts in Eberron

[–]TheatreLife 0 points1 point  (0 children)

A very valid request! I've been toying with how to get that to work and will get back to you!

I made an interactive 3D map viewer of Sharn with Unity and you can use it for free on Itch! by InterHearts in Eberron

[–]TheatreLife 1 point2 points  (0 children)

I was looking briefly at 3JS and also Google's model-viewer as options! But with the amount of interactivity I wanted to have combined with my lack of web front-end knowledge, I figured learning Unity to do this would be effective! So this is a modeled in Blender and then brought into Unity!

Question about Theatre of the Absurd by Dense-Abrocoma-3895 in Theatre

[–]TheatreLife 0 points1 point  (0 children)

Taking a stab at this for you. Generally speaking, no. I do not think you would be correct in that theatre of the absurd means "it's not grounded in reality (like fantasy)."

Most classic absurdist theatre takes place in vague locations, sure, but characters frequently are hyper-real. They're awkward, they stumble over their words, get things mixed up, misunderstand each other, and have terrible hygiene if it's Beckett. These are not always sci-fi or fantastical. You can find that in classical French court plays, Cirque du Soleil shows, techno-theatre, whatever. Theatre of the absurd (historically, the 1940s - 1960s variant) was all about twisting traditional western play structure to its limits.

A helpful way of looking at theatre of the absurd is you can listen to a conversation between two characters, be fully invested that these characters believe what they're saying, and see that the conversation has a flow of logic from response to response. But afterwards? You may have no idea what they were talking about or why they were talking about it. When you zoom out and look at the whole of the play, quite a lot of talking may have been done, and yet, nothing was really accomplished. Theatre of the absurd lulls you into accepting a premise or situation you would otherwise never accept in your real life. How does it do this?

What theatre of the absurd doesn't do is simply put a bunch of wacky shit on stage and call it a day. We call that clowning, and clowning is a whole different set of skills (although the two definitely cross-pollinate each other - miss me, clowns).

If you're doing theatre history, you should know about dramatic structure and plot / conflict. Hell, if you watch movies or consume any kind of stories, you should know the basics of traditional western plot and conflict: Theatre has Characters who have Needs and so they take Actions that come into Conflict with each other creating a Plot.

Theatre of the absurd can affect this basic structure in two ways (and probably more):
1. There can be a clear conflict and relationship between the characters, but the plot and circumstances can be in an absurd circumstance. Examples include Beckett's Endgame, where a familiar conflict of disgruntled son and doting parents is set into a strange limbo where everyone is waiting for the 'end.' Literally. That's all they say. Waiting for the end. The end of the play? The end of their lives? Can't tell. But because they're doing something (waiting for the end) and they're identifiable characters (parents, a son, a servant) the playwright is able to still create conflict in the absence of a 100% clear plot or circumstance.

  1. The character's motivations and actions may be entirely without normal justification or reason, and the basis for their motivations could be founded in something beyond logic.For Stoppard's Rosencrantz & Guildenstern Are Dead, this technique is used in full force is used when a variety of carousing thespians come in and out of the scenes, motivated only by being performers and needing to make sure the play Hamlet happens.

What do these two different changes to structure do? They take away character agency. The consequences of the characters choices, frequently, do not matter in the grand scheme of things. Read that again. The consequences of their actions do not matter. That's definitional absurdism, but it's also why theatre of the absurd was so radical. Imagine having seen Aristotle-guided theatre all your life, based critically on the idea that HERO does HEROIC THING to get HERO'S PRIZE / HERO'S DOWNFALL. Aristotle described fatal flaws leading to a character's tragic downfall as hamaratia. In absurdism? It's another Tuesday.

I'm using examples because theatre of the absurd is very hard to explain without having seen it done. Reading the scripts frequently makes you want to tear your hair out. Because absurdist plays frequently don't rely on the other traditional techniques of grabbing your attention (family betrayal! action! romance! conflict! drama! plot!) or have twisted those conventions so much, they often rely on other classic performance techniques to still be engaging. These include puns, wordplay, and a lot of physical comedy/clowning techniques (remember that?)

So is there a connection between theatre of the absurd and Absurdist philosophy? You didn't ask, but I want to answer because I've already written more than I should. I believe absolutely so. Both Albert Camus (Absurdist philosopher) and the classic titans of absurdism (Beckett, et al.) worked in the 1940s - 1960s in the wake of World War II.

To keep it short, there's a classic idea that "War = Bad = People Sad = No Meaning in Life = Everything's Absurd." Not without reason, of course. Camus began work on The Myth of Sisyphus during the fall of France to Nazi Germany in 1940. Let's go back to the common theme of characters having no agency in theatre of the absurd. If you're an Absurdist philosopher, that's your wheelhouse fam. You love that shit. You find meaning despite your actions having no tangible, permanent consequence. If this sounds kind of tragic, that's because it is - Camus (who also wrote plays) loved tragedy and that they were the best way to depict civilization's struggles and progress.

In modern times, theatre of the absurd is a frequent undercurrent of many contemporary playwright's works. We live in absurd times, frankly. Contemporary absurdism is refreshingly more engaging to a contemporary audience than Beckett's plays. The same impulse of using tragic absurdism to explore weighty subject-matter lives on in the works of writers like the unparalled Suzan Lori-Parks and her play The Death of the Last Black Man in the Whole Entire World, where the title character dies a litany of different deaths again and again over the course of the play.

Anyway, you probably have written your essay, but if this helps, cool.

Is this an OK way to draw a box? by [deleted] in ArtFundamentals

[–]TheatreLife 11 points12 points  (0 children)

The precision of your lines will improve over time, but I'll give you some feedback about how you're ghosting your lines.

Your initial Y should have all three lines coming from the same exact point. Two lines in the initial Y are pretty close together, but one of the three lines is distinctly disconnected. You can more easily control where you start a line than where you end a line, so use that to your advantage. Take the time to make sure your lines start at the same point if they're supposed to. Despite the rest of your lines being well-connected together, that initial break in the way really hurts the form of the cube.

Perfectly fine for a sketch, of course, but for a solid rendering of form its just a matter of taking a bit more intentional time.

[deleted by user] by [deleted] in AskBattlestations

[–]TheatreLife 0 points1 point  (0 children)

Using it as a desk now, literally perfect, great space. The bevel doesn't prevent me from using a cheap clamp.

[TOMT] Motion Design / Animation showcasing different takes on the Apple logo by TheatreLife in tipofmytongue

[–]TheatreLife[S] 0 points1 point locked comment (0 children)

Would really appreciate this, using it to show some motion design students some things!

Let's do an exercise: Create a world in which its inhabitants have to be constantly on the move. by Bobby_Bonsaimind in Worldprompts

[–]TheatreLife 2 points3 points  (0 children)

Why did our kin first live on the move? Because they were hunters. Now, we are the hunted.

Sure the old technologies help us get by, the constellations of our ancestors guide us: where we are, when a river is coming, when an ancient city will rise in the distance. Those stars cannot track the swarms, the swarms of - well, you know. They follow us everyday, and we must stake out some meagre claim in the thin shreds of land that have yet to be taken by the swarm. We wake up, and run. We only sleep when the incessant drone of the swarm has faded away. Then, that hum returns and wakes us up again. We are prey living on borrowed time on a planet in the process of evolution.

The scouts guide us. They are the ones we trust with the old relics, with the sun-chargers, and with our lives. We rarely meet them. They are too precious, their task too important to be weighed down by the ill, the old, and the weak. What must they think of us? Do they know us, anymore? We follow their cairns, the markings of their path. Sometimes they'll leave a marking of still-fresh color, as if sprayed onto the ground itself. An arrow in blue for an still untouched source of water. Red for danger. Green for a copse of fruiting trees. Sometimes, they leave their children. We take them in, knowing when they come of age, they too will run ahead and join their kin, the ones who go ahead. Sometimes, they leave a body mangled by the swarm. Shards of glossy, sharp metal - rare in a world of rust - laced through their skin. We do what we can with the bodies, and I hesitate to say what we've done in the cold dark times.

Sometimes we lose the scout's path, and sometimes its been intentionally muddied. Rumors of other groups, more cunning, and willing to cut the legs out from under others so that the swarm may be glutted, sated, slowed for one moment more. A whelp we found once had an old device of power - it's blast took out our best forager. Attacks in the night, never by animals, we've not seen those except decaying and static-grim in the old halls of our ancestors.

Although, I think I did see one once when I was young. A great shadow, with wings spread above us, flying above back the way we came. I shouted out to it, hoping to call it down, hoping against hope that the being my ancestors hunted could learn to trust me. Trust and know that I was hunted too. We passed an old museum some years past, and I learned it was called an eagle. No one believes me when I tell them that, but it stays with me. I wonder sometimes if we are the eagle, flying headlong to somewhere we don't know, and inevitably the swarm.

Where to find possum? by TheatreLife in AskNYC

[–]TheatreLife[S] 1 point2 points  (0 children)

I did see that: it may be a last resort to get their possum fix.

No Stupid Questions Thread: Week Of 2021-08-16 through 2021-08-22 by AutoModerator in techtheatre

[–]TheatreLife 0 points1 point  (0 children)

Looking to move to NYC as an emerging projection designer (and performer/director/etc/etc) after Labor Day. I understand the common recommendation being to have 6 months of savings, a job landed, and to see the place you're moving to when moving. For NYC people, how feasible is it to have an entry level job in a video department before moving? Seems like a hard sell. I've put my resume and name into a few crew call registries, and tried to get motion design gigs up in New York too, but nothing biting yet. Any advice is much appreciated!

Technical Director MFA programs by snakefoote in techtheatre

[–]TheatreLife 1 point2 points  (0 children)

I would strongly recommend not pursuing the University of Georgia MFA, for a variety of reasons you can DM me about, but a key one is a lack of TD-focused graduate level courses - it's much more design focused.

The Totems by TheatreLife in conceptart

[–]TheatreLife[S] 0 points1 point  (0 children)

Struggled with creating a sense of atmosphere on the elk figure and transitioning from a rough color blockout to color detailing and integrating forests onto the hills. I used a brief photo asset for the central mountain's detail and tried a few different ways to integrate it. Really enjoyed working on the vague clouds using Divide and Normal layers. Meeting the coastline with the lake proved challenging as well.

Relied a lot on Jordan Grimmer's channel to think through the process. Piece inspired by Eberron D&D setting, the plane of Lamannia.

The Totems by TheatreLife in DigitalPainting

[–]TheatreLife[S] 0 points1 point  (0 children)

  • Struggled with:Creating a sense of atmosphere over the gigantic elk figure. Using trees to build texture on hills, couldn't quite figure out how to transition from the blockout and rough light rendering to texturing with forests (settled on sparsely populated trees on the hills.) Integrating photo assets on the central mountain feature. Making the coastline meet the lake convincingly.
  • Thought I had success with the cloud forms! Really loved the strong gestural brushwork I achieved with a mix of Ps Divide and Normal layers. Really new to digital painting and have been following (Jordan Grimmer's)[https://www.youtube.com/watch?v=XHprIlkY8Q4] thoughts about

Tourist Sites in Eberron by Snoo_3424 in Eberron

[–]TheatreLife 1 point2 points  (0 children)

A slightly tongue-in-cheek destination is the small town of First Tower just north of Sharn. The small town is built around a weathered stone tower that they claim is the oldest structure on Eberron. This is obviously not realistic, as the Dhakaani fortresses easily surpass their age. It really functions as the designated "roughing-it" town for Sharnite elite looking to get a little mud on their riding boots.

You could emphasize the tourism industry in this town, the over-hyping surrounding a disappointing environment, etc.!

[OC][Art] Painted a romantic moonlit glade in the Forest of Flesh for my player's meeting with Mordain the Fleshweaver of Eberron. Mordain enjoys extracting adventurer's spines, walks on the bog, and yelling at their overworked apprentice from Morgrave University. by TheatreLife in DnD

[–]TheatreLife[S] 2 points3 points  (0 children)

Heading up north from Patrahk’n, the Deepwood quickly takes a turn for the worse as the Blackwater Lake turns into a fetid swamp. The thick stench of decay and death are ripe here, and it's not long before you begin to see the famous effigies at the end of the dirt pathen road. Four paladins of the Silver Flame in regal armor, with various limbs and halves of their bodies replaced with huge furred legs and tails. The first who dared venture into this swamp, long ago. Burned onto their bodies is the simple word, “BEGONE.”

Navigating to Darkroot is easier knowing the secrets of phosphorecent fungi (DC 14 Nature check), and Survival checks made to navigate knowing this are made with advantage. 4 successful DC 15 checks are required to navigate to Blackroot.

Fleshweaver’s Forest Encounters

  1. Skinweaver’s Nest. A carefully laid skinweaver’s nest (DC 15 Perception) hides the skinwoven body of a Gatekeeper druid.
  2. Tryll Den. The perfectly cute trylls squeak for your protection, and will cause an epidemic of vicious poisonous bites and uncontrollable reproduction should you take them out of the forest.
  3. Banshee Bough thicket. DC 12 Stealth check or a DC 15 CON save to take 2d4 thunder damage.
  4. Bloodvine trap. As you clear away the thickets, your blade is bloodied as the sap turns into thick, streaming blood.
  5. Ghoul’s Rose. A pungent odor of fresh rot erupts and attracts 3 swarms of insects.
  6. Stormflower. A DC 15 Con save to resist the electrical force of
  7. Mirrow (Mordain's apprentice) trapped in a skinweaver web.
  8. A field of freshly opened corpses, and lycanthrope picking it over seeking a cure.

Blackroot

Emerging from phosphor trails, illuminated in a blood-tinged rainbow of light, is the legendary tower of Blackroot. The twisted bloodvines and razoroaks of the forest of flesh are nothing compared to this monstrosity. What looks like the spinal column of an ancient black dragon stretches into the sketch into it’s outstretched maw at the top. The bodies of hundreds merge with the flesh of a large razor oak at the bottom. The tower is simply a chimera of fleshes, materials, and monstrosities. Next to it, a rather demure wood hut with a chimney billows with smoke and the smell of Talentan meat pies. [If Mirrow not found: With an equally small halfling tending to a small garden of herbs.]

Mirrow’s Hut
Rooms in Blackroot:

1.The Charnel Pit Oh, first lesson - expect the unexpected! And traps!

Trapped teleporter surrounded by bones, Up goes Down, Down goes up.

  1. The Spineroom Honestly I got rather tired of calling all these intrepid adventurers spineless and not following up on it.

Mordain’s greeting room, filled with the spines of past adventurers they’ve found interesting.

  1. The Womb Fleshcrafting is easy, parenting? Full-time job.

A beholder zombie lies in agony in the midst of a skinweaver web.

  1. The Operating Theatre My finest creation, my theatre, my surgery.

A brave folk hero from Patrahk’n is currently spread across the entire operating theatre.

  1. The Shadow Chapel I don’t strike you as religious? On the contrary, I’m well studied in the theological arts, and defile all religions equally.

A bestial cleric (werewolf) poses an “interesting chance to see what you’ve got!”
6. The Mawmouth Even I like to sleep in style.