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Cycle of Pain

Life is pain, a never-ending cycle of torment. If the art reflects the artist, then the absurdity only creates more than just meaning. Feeling alive is not just enough. To show it off, even better. At least in the vast dunes of eternity, this lonely carousel of madness triumphs against the test of time.

This odd, twisted...

Cycle of Pain.

This entire art work series is a play on light similar to that found in the Vargas Museum, as well as aesthetic influences such as FAITH: The Unholy Trinity as well as from Lorenzo Guerrero, the subject of my case study.

The light in question comes into play in many thematics in the art pieces. Most of which are as personal as they are to me as they are in what I believe I felt in those times.

Let's not shy further to what I have in store...

No More

woah

"The true protagonist of the game, after many time loops of watching his 'friends' die over and over and over, finally gives up. After finally giving in to the darkness that is the game's 'antagonist', he then sees a vision where he and his 'friends' finally escape the place. Thinking that it would be a mocking show for him, it turned for the worse once his 'love interest' looks back in horror."

This is now how I envision the bad ending of a game I created a long time ago.




Hope

woah

This is inspired by one of the games that I previously played: Path to Nowhere. It literally has a Crimebrand—a game mechanic—where equipping 'Hope' gives you +5 Initial Energy. If that doesn't present dramatic irony in all forms, I don't know what will. It presents a never-ending struggle to reach for the light, to struggle for it. Instead of a Hypercube, it would be forlorn hands reaching out for something they'll never reach.




There was something here before...


I'll own up to it.


Even this cycle can end.