{"version": "1.0", "type": "rich", "title": "Pre-rendered Ephemera: The Missing Tenebrism in 2.5D", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/182099495358/", "html": "<a href=\"https://medium.com/mammon-machine-zeal/pre-rendered-ephemera-the-missing-tenebrism-in-2-5d-a1b1047fef9b?fbclid=IwAR1Tg1DUrlrfuK5ZQF0TLNo_grJbA8UcLMlhzURN7CN8tPtYWhW3rLj2RFQ\">Pre-rendered Ephemera: The Missing Tenebrism in 2.5D</a>\n<p><a href=\"http://y2kaestheticinstitute.tumblr.com/post/182073824289/pre-rendered-ephemera-the-missing-tenebrism-in\" class=\"tumblr_blog\" target=\"_blank\">y2kaestheticinstitute</a>:</p><blockquote><p>\u201cIn both tech culture and the broader media landscape, the 90\u2019s were a decade defined by the notion of limitless untapped possibility. Though game devs were far more hampered compared to the gargantuan strides made by filmmakers, their in-house pre-rendered art gives a window into the worlds they could imagine but not yet conceive.\u201d<br/></p></blockquote>"}