Image History

an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Heretic: Shadow of the Serpent Riders" (MS-DOS) by Ravern Software, with vibrant SVGA (NOT 16-bit) colors. a dark enchanted meadow with a hellish unicorn grazing while looking at viewer with flaming eye
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. an unicorn
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. an unicorn
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. an unicorn
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. an unicorn
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. an unicorn
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. an unicorn
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1996 game "Heroes of Might and Magic II" (MS-DOS) by NWC, with vibrant SVGA (NOT 16-bit) colors. a griffin in ice cavern
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1996 game "Heroes of Might and Magic II" (MS-DOS) by NWC, with vibrant SVGA (NOT 16-bit) colors. a griffin in ice cavern
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1996 game "Heroes of Might and Magic II" (MS-DOS) by NWC, with vibrant SVGA (NOT 16-bit) colors. a griffin in ice cavern
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1996 game "Heroes of Might and Magic II" (MS-DOS) by NWC, with vibrant SVGA (NOT 16-bit) colors. a griffin in ice cavern
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites) from the 1996 game "Heroes of Might and Magic II" (MS-DOS) by NWC, with vibrant SVGA (NOT 16-bit) colors. a griffin in ice cavern
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1997 game "Castlevania: Symphony of the Night" (PS1) by Konami. a demonic griffin in ice cavern
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. a succubus schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. a succubus schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1997 game "Castlevania: Symphony of the Night" (PS1) by Konami. a succubus schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1997 game "Castlevania: Symphony of the Night" (PS1) by Konami. a succubus schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. a dark elf schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant SVGA (NOT 16-bit) colors. a dark elf schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant full-SVGA (NOT 16-bit) vivid colors. a dark elf schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1994 game "Warcraft II: Tides of Darkness" (MS-DOS) by Blizzard, with vibrant full-SVGA (NOT 16-bit) vivid colors. a dark elf schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1997 game "Castlevania: Symphony of the Night" (PS1) by Konami. close-up first-person view (NOT side view, not side-scroller) of a succubus schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1997 game "Castlevania: Symphony of the Night" (PS1) by Konami. close-up first-person view (NOT side view, not side-scroller) of a succubus schoolgirl in empty hall, leaning to a wall with a bored look
an image in the exact technique and art direction (non-pixelated, high-definition smoothly-done pixelwork with a perfect smooth upscaler applied, NOT pixelized) of in-game graphics assets (like in its sprites and textures) from the 1997 game "Castlevania: Symphony of the Night" (PS1) by Konami, with art direction of "Castlevania: Order of Ecclesia" and aesthetics of "Castlevania:  Dawn of Sorrow". close-up first-person view (NOT side view, not side-scroller) of two young women kissing each other in a garden, in front of a white marble palace with gothic style but golden domes of an Orthodox church, and cloudy evening sky

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