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oskarstalberg.tumblr.com

Mostly game related art. Some sketches. Some prototypes. contact me at: osk.sta (at) gmail . com

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What is Oskar Stålberg's art?

Oskar Stålberg's art centers on procedural, tile-based worlds and low-poly, hand-crafted aesthetics—most visibly the visual language behind games like Bad North and the town-building experiments that became Townscaper. The Tumblr Art by Oskar Stålberg is a working sketchbook: prototypes, technical experiments, and game-related studies rather than polished portfolio pieces. Expect irregular grids, chunky geometric buildings, soft color palettes, and a lot of "how does this system generate itself?" thinking. The blog's own description frames it as "mostly game related art. Some sketches. Some prototypes," which is the right expectation to set.

H3 What you'll actually find there

  • Procedural and generative studies — systems that build terrain, towns, or architecture from rules rather than fixed models.
  • Low-poly game art — stylized characters, props, and environments with flat shading and limited palettes.
  • Prototypes and work-in-progress — early versions of ideas, sometimes shown as GIFs or short clips.
  • Sketches — quick drawings that feed into the larger systems work.

H3 Who it's for

If you're a game artist, technical artist, or generative-design hobbyist, this is closer to a lab notebook than a gallery. Concept artists will find color and shape inspiration; programmers interested in procedural generation will find the more useful material in how the pieces are constructed. If you want finished, high-resolution portfolio renders, this isn't that.

H3 A practical next step

Pick one post that shows a system rather than a single image—a town generator, a tiling experiment—and try to reverse-engineer its rules: what's the base unit, how does it connect to neighbors, what varies and what stays fixed? That exercise teaches more than browsing the whole archive.

For related procedural and low-poly work, Twitter and Instagram are where many game artists post process clips, though the Tumblr remains the more concentrated archive of this particular style.

How does Oskar Stålberg's technical art process work?

Oskar Stålberg's technical art process, as reflected on Art by Oskar Stålberg, is rooted in prototyping: the site describes itself as "mostly game related art. Some sketches. Some prototypes." That framing is the clearest signal of how he works — ideas are explored as small, playable or renderable experiments rather than as finished production assets, and the visual style emerges from whatever the system generates.

In practice, this kind of technical art workflow usually involves building a rule set first (grids, tiles, meshes, subdivision rules), then letting the algorithm produce the forms, and only afterwards applying an art direction pass. The trade-off is control versus variety: procedural systems can generate far more content than hand-modelling, but they need careful constraint design to avoid repetitive or broken output.

For a concrete example, a reader studying this approach might rebuild a simple town generator: define a modular tile set, write placement rules, render a few hundred variations, and then choose which ones read best visually. That mirrors the sketch-to-prototype loop the site implies.

A useful next step is to look at his published work and talks on procedural generation, then try reproducing one small system yourself. Compare a hand-authored version against a rule-based one to see where the procedural method actually saves time and where it costs you control.

What games has Oskar Stålberg contributed to?

Oskar Stålberg is best known as the designer and developer of Townscaper (2021), a meditative town-building toy where you click to raise houses, arches and stairways on an irregular grid. He also created Bad North (2018), a minimalist real-time tactics game with procedurally shaped islands and Viking defenders, made with Plausible Concept and published by Raw Fury. Earlier in his career he worked at Massive Entertainment on Tom Clancy's The Division, contributing art and technical art, which is reflected in the blog's tags for "the division," "massive" and "ubisoft."

Beyond released titles, the site functions as a sketchbook: Art by Oskar Stålberg collects prototypes, experiments and game-related art, so some of what you see there are concepts or tech demos rather than shipped games. That distinction matters if you're looking for something to play — a striking procedural generation demo on the blog may never have become a product.

If you want to explore his design thinking, start with Townscaper for the clearest expression of his interest in procedural geometry and player-driven building, then Bad North if you prefer a game with objectives and failure states. For the raw process behind both, browse the blog's prototype posts alongside the finished work.

How can I contact Oskar Stålberg for commissions or inquiries?

The site lists one contact method: email osk.sta (at) gmail . com — reformatted as [email protected]. That is the only channel given, so it is the right first step for commission requests or general inquiries.

What to include in a first email

  • A short subject line: "Commission inquiry" or "Question about [project]".
  • One or two sentences on who you are and what you want (artwork, collaboration, licensing, press).
  • Scope and timing: intended use, rough size or format, and any deadline.
  • Budget range if you have one, or a request for their rates.
  • Links to references or your own work — no large attachments on the first message.

Practical notes

Treat email as the default and only expect a reply if the request is specific and realistic. The site describes itself as mostly game-related art, sketches and prototypes, so frame your ask around that kind of work rather than unrelated commercial illustration. If you hear nothing back, a single polite follow-up after a couple of weeks is reasonable; repeated messages are not.

For context on the style and scope of work before you write, browse the portfolio at Art by Oskar Stålberg. If your interest is in his town-building and procedural work rather than commissions, that same page is the better place to start than an email.

What are examples of Oskar Stålberg's sketches and prototypes?

Oskar Stålberg's Tumblr is a working sketchbook rather than a finished portfolio: it mixes game-related art, loose sketches and early prototypes, often posted as short animated clips showing a system being tweaked in real time. The through-line is procedural generation and tile-based world building—terrain, towns and buildings that assemble themselves from small rules instead of being modelled by hand.

What tends to appear there

  • Prototype clips — short loops of a generator being adjusted: grids subdividing, tiles snapping into place, coastlines and cliffs resolving as parameters change.
  • Sketches and studies — quick drawings and colour/lighting tests that feed into the look of a project before any code exists.
  • Town and terrain systems — experiments with irregular grids, modular building blocks and rule sets that decide where roads, walls and roofs go.
  • Isometric and low-poly art — clean, flat-shaded forms that make the underlying structure of a generated world readable.
  • Work tied to shipped games — material connected to Bad North and Townscaper, plus earlier professional work such as environment and technical art on Tom Clancy's The Division.

Why the distinction matters

Type of post What it shows What it's useful for
Sketch Intent and mood, before constraints Art direction, palette and shape language
Prototype A rule set running, often mid-change Understanding how procedural systems behave
Finished art The polished result Judging the final aesthetic

If you are building your own generator, the prototypes are the useful part: they show intermediate states, not just the tidy outcome. A practical next step is to pick one clip and try to describe the rule it demonstrates—"a tile subdivides when its neighbours differ by more than one level"—then implement that single rule yourself. Stålberg also discusses his approach in interviews and talks, and posts work on Twitter; for a wider pool of procedural and generative art in the same spirit, Shadertoy and Procedural Generation on Tumblr are reasonable places to browse.

How does Oskar Stålberg's work on The Division compare to his personal projects?

Oskar Stålberg's Tumblr is a working sketchbook rather than a portfolio: the description frames it as "mostly game related art. Some sketches. Some prototypes," which is exactly the split you see when comparing his commercial work to his personal experiments. Art by Oskar Stålberg

Two different kinds of output

His work on Tom Clancy's The Division belongs to a large, team-produced AAA project at Massive Entertainment/Ubisoft. In that setting, individual art and tech-art contributions are shaped by an established art direction, engine constraints, production schedules and many collaborators. The value of the work is partly that it ships inside a coherent, polished world.

His personal projects are the opposite: self-directed prototypes where he can chase a single technical or aesthetic idea to its conclusion. That is where you see procedural generation, tile-based and modular world-building, and rough, quickly iterated visual experiments. The Tumblr is the natural home for this side of the work, because sketches and prototypes are the point rather than a finished product.

What that means in practice

  • If you are studying technique, the personal prototypes are usually more instructive: fewer layers of production polish, so the underlying system is visible.
  • If you are studying production art, the Division material shows how ideas survive contact with a real pipeline, a shared style guide and a deadline.
  • If you are hiring or collaborating, the two together tell you something a single portfolio cannot: he can operate inside a large team and generate original systems on his own.

A useful next step is to browse the blog chronologically and sort posts into "sketch," "prototype" and "shipped work" as you go. That makes the trade-off concrete: the commercial work shows discipline and integration, while the personal work shows range and invention — and the most interesting posts are often the ones where a prototype idea later reappears in a more finished form.

Related questions

More questions →
What Is Ubisoft and How Does It Relate to This Game Art Site?

Ubisoft is a major global video game publisher and developer, known for franchises like Assassin's Creed, Far Cry, and Tom Clancy's The Division. On Oskar Stålberg's art site, "Ubisoft" appears as a keyword because Stålberg worked on Ubisoft projects — specifically with Massive Entertainment, the studio behind The Division. This site is his personal art portfolio, not an official Ubisoft page, so Ubisoft references here describe past professional work rather than company announcements.

Ubisoft as a Company

Ubisoft is a French video game company founded in 1986. It operates as both a publisher and developer, with studios worldwide. Its role in the industry includes:

  • Publishing: Funding, marketing, and distributing games
  • Developing: Creating games through internal studios
  • Franchise ownership: Owning major series like Assassin's Creed, Far Cry, Rainbow Six, and The Division

Ubisoft is one of the largest game companies in the world, with studios across Europe, North America, and Asia.

The Massive Entertainment Connection

Massive Entertainment is a Swedish game studio owned by Ubisoft. It is best known for developing Tom Clancy's The Division (2016) and The Division 2 (2019), along with earlier titles like World in Conflict.

The relationship chain works like this:

Entity Role
Ubisoft Parent company / publisher
Massive Entertainment Ubisoft-owned studio / developer
The Division Game franchise developed by Massive
Oskar Stålberg Artist who contributed to these projects

How Ubisoft Appears on This Art Site

The site's keywords list includes "ubisoft," "massive," "the division," and "techart." These tags reflect Stålberg's professional history — he worked as a technical artist on Ubisoft projects, including The Division at Massive Entertainment.

On a personal art portfolio, company names like Ubisoft typically appear because:

  • The artist worked on that company's games
  • The artwork shown was created during that employment
  • Tags help categorize work by project or client

This is standard practice for game artists who want to show professional credits alongside personal and prototype work.

Ubisoft the Company vs. an Artist's Portfolio

It's important to distinguish between:

  • Ubisoft's official channels: Corporate sites, press releases, game storefronts
  • A personal art site: An individual artist's collection of sketches, prototypes, and professional work

Oskar Stålberg's site is the latter. The Ubisoft tag is a credit and context marker, not an indication that the site is run by or affiliated with Ubisoft. The artwork, prototypes, and sketches shown belong to the artist, even when they relate to Ubisoft-owned games.

Why This Distinction Matters

If you're looking for official Ubisoft news, game downloads, or support, this site won't provide that. If you're interested in the art and technical work behind games like The Division — or in Stålberg's own independent projects — then the Ubisoft tag is a useful signal that some of the portfolio relates to that professional context.

What Is Tech Art in Game Development?

Tech art (technical art) is the discipline that sits between art and programming in game development. A technical artist builds the tools, shaders, procedural systems, and pipelines that let artists produce content faster and let engines render it efficiently. It's the right role to look into if you enjoy both visual work and problem-solving with code, but don't want to commit fully to either pure art or pure engineering. The example running through this article is Oskar Stålberg's procedural town and island generation work, which is a clear case of tech art in practice.

Where tech art sits between art and programming

Traditional game artists create assets: models, textures, animations, levels. Programmers write the engine and gameplay systems. Technical artists own the space in between:

  • They translate an art direction into something a renderer can actually do.
  • They build the bridge so artists don't need to write code themselves.
  • They diagnose why something looks wrong or runs slow, and fix it at the system level.

A useful way to think about it: an artist asks "how do I make this look good?" A programmer asks "how do I make this run?" A technical artist asks "how do I make this look good and run, repeatably, for the whole team?"

Core responsibilities of a technical artist

The exact mix varies by studio, but most tech art work falls into a few buckets.

Tools and pipeline

Tech artists write scripts and small applications that automate repetitive work: batch-importing assets, validating naming conventions, exporting from DCC tools into the engine, or building in-engine editors so artists can place content without touching code.

Shaders and rendering

They author and optimize shaders, set up materials, and tune how light, surfaces, and effects are rendered. This is where visual targets meet GPU budgets.

Procedural and generative systems

Instead of hand-placing every object, a tech artist can write rules that generate content. This is the category Oskar Stålberg's work belongs to.

Optimization and performance

They profile scenes, find bottlenecks, and reduce draw calls, memory, or overdraw so a game hits its frame budget on target hardware.

A concrete example: Oskar Stålberg's procedural generation

Stålberg's site (Art by Oskar Stålberg) describes itself as "mostly game related art. Some sketches. Some prototypes." His well-known work involves generating towns and islands procedurally — building layouts, terrain, and structures from rules rather than placing them by hand.

That is textbook tech art because it combines:

  • An artistic goal — towns and islands that look intentional and readable, not random noise.
  • A technical method — algorithms and rule systems that assemble geometry and layout.
  • A tooling outcome — a system other people (or the developer) can re-run to get new results quickly.

The value isn't just the single generated result; it's the reusable generator behind it. That shift — from making one asset to making a system that makes assets — is the core mindset of tech art. The same site's keyword list also references The Division, Massive, Ubisoft, and ArtFlow, which points to the kind of production environment where these skills are applied at scale.

Skills and software a tech artist typically needs

You don't need all of these on day one, but this is the general toolkit:

Area What you need Typical tools
Scripting Automate tasks, extend editors Python, C#, sometimes JavaScript
Shaders Write and debug GPU code HLSL/GLSL, node-based shader graphs
Engines Understand how content flows into a game Unity, Unreal
DCC tools Know how assets are authored and exported Blender, Maya, Houdini
Math Vectors, transforms, basic procedural logic Linear algebra fundamentals

Houdini deserves a special mention for procedural work, since it's built around the same "rules generate content" idea that Stålberg's prototypes demonstrate.

How the role differs across studios

"Technical artist" is not one job. Common specializations include:

  • Pipeline/TA generalist — tools and workflow, less rendering.
  • Rendering/VFX TA — shaders, effects, lighting tech.
  • Procedural TA — generative systems, often in open-world or environment teams.
  • Character or rigging TA — deformation, rigs, animation tooling.

At a small studio, one person may cover all of these. At a large studio, you might spend your whole time on shaders or on pipeline alone.

How to start learning tech art

  1. Pick an engine and get comfortable in it — Unity or Unreal, whichever you can access.
  2. Learn one scripting language — Python is the most transferable across DCC tools and pipelines.
  3. Build a small tool — for example, a script that batch-renames and imports assets, or a simple in-editor placement tool.
  4. Write a shader from scratch — even a basic one teaches you how the renderer thinks.
  5. Try a procedural system — generate something small, like a grid of buildings from rules, and iterate on making it look intentional.
  6. Study real examples — Stålberg's procedural town/island prototypes are worth examining as a model of art-plus-algorithm thinking.

The through-line in all of it: you're learning to solve visual problems with systems, not just with your hands.

What Does 'The Division' Refer to on This Game Art Site?

On Oskar Stålberg's art portfolio (oskarstalberg.tumblr.com), "The Division" refers to the Ubisoft game franchise developed by Massive Entertainment — not a mathematical operation, a corporate department, or a separate art project. It appears as a tag alongside massive (the studio), ubisoft (the publisher), and techart (the discipline), which together describe a single context: professional game-art work connected to that franchise. The site itself is a personal portfolio of game-related art, sketches, and prototypes, so the tag marks subject matter and professional affiliation rather than serving as an official game information page.

Why these tags appear together

The tag set on this site is a compact way of describing what a piece of art relates to. Read as a group:

Tag What it identifies
the division The game franchise (Tom Clancy's The Division)
massive Massive Entertainment, the studio that develops it
ubisoft Ubisoft, the publisher
techart Technical art — the discipline the work belongs to

Seeing them together signals that the tagged work is technical-art material tied to The Division, produced in or around that studio/publisher context. It is a portfolio classification, not a claim about the game's features or release details.

What "tech art" means in this context

Technical art (techart) sits between art and engineering. In a large open-world game like The Division, tech artists build and tune the systems that let artists produce content at scale — for example:

  • Shaders and materials that define how surfaces, weather, and lighting behave
  • Tools and pipelines that convert artist input into game-ready assets
  • Procedural or rule-based systems for generating environments and detail
  • Performance work that keeps visual quality within frame and memory budgets

The connection to this site is direct: Oskar Stålberg is known for procedural and technical art work, and prototypes. A portfolio that mixes finished art, sketches, and prototypes is a natural place to file The Division material under techart, because the value of the work is often in the technique and systems as much as the final image.

The Division vs. the artflow tag

artflow is a separate tag on the same site and should not be confused with The Division. It refers to a different subject — an art or workflow-related item in the portfolio — and shares no dependency with the game tags. If you are browsing for The Division material, follow the division, massive, and ubisoft; treat artflow as an unrelated thread unless a specific post combines them.

What this site is and is not

  • It is a personal portfolio: "Mostly game related art. Some sketches. Some prototypes."
  • It is not an official Ubisoft or Massive Entertainment information source, and it does not publish game specs, release dates, or pricing.

So if your goal is to understand the tag, the answer is: it points to the Ubisoft/Massive game franchise as the subject of technical-art portfolio work. If your goal is official game details, this site is the wrong source — use it for the art and technique, not for product facts.

What Is ArtFlow and How Does It Relate to Oskar Stålberg's Game Art?

ArtFlow is a keyword associated with Oskar Stålberg's game art site, but the site itself provides no definition, description, or dedicated page explaining what it is. Based on the available evidence, ArtFlow appears as a tag or topic label alongside terms like "techart," "The Division," "Massive," and "Ubisoft" — it is not described as a standalone application, a downloadable tool, or a named technique in the site's own text. If you arrived here looking for a product called ArtFlow, this site does not document one.

What the Site Actually Tells You

The site is titled "Art by Oskar Stålberg" and describes itself as "Mostly game related art. Some sketches. Some prototypes." The listed keywords are:

  • techart
  • the division
  • massive
  • ubisoft
  • artflow

There is no heading, excerpt, or body text on the page that defines ArtFlow. No pricing signals, payment platforms, or product links are present either. So the honest answer is: the site associates "artflow" with Stålberg's game-related art and prototyping content, but does not explain the term.

Why "ArtFlow" Likely Appears Alongside These Other Terms

The co-occurring keywords give the useful context. "The Division," "Massive," and "Ubisoft" point to Stålberg's professional work: Massive Entertainment is a Ubisoft studio, and The Division is a Ubisoft title. "Techart" (technical art) is the discipline that sits between art and programming — building tools, shaders, procedural systems, and pipelines that artists use.

In that setting, "artflow" most plausibly refers to an art workflow or pipeline topic — the flow of assets and processes through a technical art context — rather than a branded product. That reading is consistent with the site's self-description as sketches and prototypes, which is where workflow experiments tend to live. Treat this as the most reasonable interpretation given the evidence, not as a confirmed definition.

How This Connects to Stålberg's Prototyping Work

Stålberg is known in game art circles for procedural generation and small interactive prototypes — the kind of work where the technical pipeline and the visual output are tightly coupled. If you are trying to understand the term in that context, the practical takeaway is:

  • If you want a tool named ArtFlow: this site does not provide one, and you should look elsewhere.
  • If you want to understand art workflow in technical art: the relevant concept is how assets move from concept through tools, shaders, and procedural systems into a shipped game — the domain covered by "techart."
  • If you want to see examples: the site's own framing ("sketches," "prototypes") is the closest thing to a demonstration, but the page evidence available here contains no excerpt or image description to cite.

What You Cannot Conclude From This Page

The page evidence is empty — no headings, no excerpt, no body text. That means:

  • You cannot confirm ArtFlow is an app, a feature, or a technique from this source alone.
  • You cannot confirm it is free, paid, or login-gated; no pricing or payment signals exist.
  • You cannot confirm a relationship to any specific Stålberg project beyond the shared keyword list.

If you need a firm definition, the site's contact address (osk.sta at gmail.com) is the only direct route offered, and the site itself does not promise a response or provide documentation.

What Does 'Massive' Mean on Oskar Stålberg's Game Art Site?

On Oskar Stålberg's art site, Massive refers to Massive Entertainment, the Ubisoft studio behind Tom Clancy's The Division — not the everyday English word. It appears among the site's keywords because Stålberg's tech art work is connected to that studio and that game. The keyword is a studio name, a project credit, and a pointer to a specific body of production art, not a description of scale.

Why a studio name shows up as an art keyword

Art portfolios are usually tagged by the things a viewer might search for: the studio, the game, the technique, the tool. On a site that mixes finished game art, sketches, and prototypes, those tags do different jobs:

  • Studio tags (massive, ubisoft) identify who the work was made for or with.
  • Project tags (the division) identify which game the work belongs to.
  • Discipline tags (techart) identify what kind of work it is.
  • Tool tags (artflow) identify the software or pipeline involved.

So massive sits in the same list as ubisoft and the division because all three describe the same professional context. If you arrived at the site looking for The Division art or for tech art from that production, the Massive tag is the thread that connects them.

Massive, The Division, and tech art: how the three relate

The chain is straightforward once you separate the terms:

Term What it is Why it's on the site
Massive Massive Entertainment, a Ubisoft studio The studio associated with the tagged work
The Division A game produced at that studio The project the art relates to
Tech art The technical side of game art — tools, systems, procedural and pipeline work The discipline the work demonstrates
Ubisoft The parent publisher The broader company context

Tech art is the bridge. A tech artist works between art and engineering: building shaders, procedural systems, tools, and pipelines that let artists produce content at scale. That kind of work is often credited to a studio and a specific game, which is exactly why a portfolio would carry massive, ubisoft, and the division together with techart.

Massive the studio vs. "massive" the word

This is the main source of confusion. The two are unrelated:

  • massive (lowercase, common word) — means very large. On an art site it might describe a scene, a crowd, or a workload.
  • Massive (proper noun) — a specific company, Massive Entertainment, based in Sweden and owned by Ubisoft.

Context decides which one applies. If the tag sits next to ubisoft, the division, or techart, it's the studio. If it appears in a sentence about the size of something, it's the ordinary word. On this site, the company reading is the relevant one.

What this means if you're browsing the site

  • If you want The Division art or tech art from that production, treat massive as a studio filter, not a size description.
  • If you're researching tech art as a career, the tag points to real production work at a major studio — useful as a reference for the kind of output the role involves.
  • If you only want sketches and prototypes, the studio and project tags are the ones to skip past.

The short version: on this site, Massive = Massive Entertainment (Ubisoft), the studio behind The Division, appearing as a credit tag alongside Stålberg's tech art work.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2006, this domain has about 20 years of history. That suggests continuity, although ownership and purpose may have changed. The registrar, MarkMonitor Inc., specializes in corporate domain and brand management, suggesting attention to domain asset protection. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The lowest TTL is 60 seconds, supporting rapid record changes at the cost of more frequent lookups. Nameservers are provided by tumblr.com, indicating managed DNS hosting. MX records point to the Google Workspace email service. CAA records restrict which certificate authorities are authorized to issue certificates. No CNAME was found; the observed records resolve directly to addresses.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version.

Technology Stack Analysis

The public page identifies Apache without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

Unknown

Hosting and Email

DNStumblr.com
HostingAutomattic, Inc
EmailGoogle Workspace
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagAshburn, Virginia, United States Inferred 74.114.154.18

Registration details

RDAP / WHOIS

RegistrarMarkMonitor Inc.
Registered2006-06-08
Expires2027-06-08
Domain statusclient delete prohibited、client transfer prohibited、client update prohibited、server delete prohibited、server transfer prohibited、server update prohibited
Nameserversns1.tumblr.com、ns2.tumblr.com、ns3.tumblr.com、ns4.tumblr.com
DNSSECunsigned

DNS records

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CAAtumblr.com0 iodef "mailto:[email protected]"60—
CAAtumblr.com0 issue "comodoca.com"60—
CAAtumblr.com0 issue "digicert.com"60—
CAAtumblr.com0 issue "letsencrypt.org"60—
CAAtumblr.com0 issue "pki.goog"60—
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TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjecttumblr.com
IssuerLet's Encrypt
Valid until2026-12-06T19:44 · Remaining when checked: 69 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
serverApache

Identified technologies

Apache

Pages, Search and Sharing

Meta descriptionMostly game related art. Some sketches. Some prototypes. contact me at: osk.sta (at) gmail . com
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

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