This echidna, in Australia, had been seeking ants in red earth. by Rod Waddington
done this too late…
This echidna, in Australia, had been seeking ants in red earth. by Rod Waddington
No, no, no…It should be working! Why isn’t it working?!
Still digging the corrupted Steven theory. Someone in a discord I’m in gave this idea of Steven, desperately trying to heal his corruption by bathing in the diamond bath water essences, but due to his powers going out of control, he wouldn’t be able to heal. I loved it so much, I had to draw it out!
Im not sure about the time line and WHEN did ….THAT happend to volleyball :)
but yeah ~ pink diamond hmm hmmm what a gal~
-also the background its is trace from the movie I hope you can forgive me for the sake of the joke…also idiidmybeswiththebackground….thoisnotmine!-
yesterday i got a shiny cyndaquil in pokemon go
want a commission like this? commission info!
A fun evolution of our three #StevenUniverse The Light games has been the type of art assets used for each. #AttackTheLight used only 2D assets. #SaveTheLight had 2D character sprites but 3D modeled environments. Finally, #UnleashTheLight features both 3D environments AND 3D char models!
Below is an early camera & animation test of the first 3D character model we made – Pearl! Despite using 3D models, it was important to us for the characters to closely resemble the stylized 2D looks we were so used to over the years (though with some updates and polish in each game!)
Each character’s 3D rig included controls to help manipulate various elements and maintain more 2D-esque silhouettes and poses. Pearl’s lovely nose, for example, gets rotated on her face to ensure it never directly points at the camera.

Once we bring the char models into the game, we partially flatten and rotate them to always face the camera. Our goal with UTL was to ‘fuse’ the first two games together, and that required some trickery to get these stylized 3D models to work nicely with an ATL-like perspective.

Despite all the fun we had experimenting with new pipeline approaches, our artists still enjoyed practicing their traditional skills during pre-pro 👍❤️
Work began on the first game in 2013, and it’s been a truly special privilege to grow and evolve our humble take on Steven Universe over the years!