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i watched one (1) video on how to draw hands that changed my life forever. like. i can suddenly draw hands again
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these were all drawn without reference btw. i can just. Understand Hands now (for the most part, im sure theres definitely inaccuracies). im a little baffled
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Another AO3 thing I’m curious about, how do yall decide if something is good enough to read? Usually I follow a rule of 1 kudos for every 10 hits. One because it’s easy math and two it’s yet to fail me. Thoughts? Do you just go for it and pray it’s good?
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hot artists don't gatekeep
I've been resource gathering for YEARS so now I am going to share my dragons hoard
Floorplanner. Design and furnish a house for you to use for having a consistent background in your comic or anything! Free, you need an account, easy to use, and you can save multiple houses.
Comparing Heights. Input the heights of characters to see what the different is between them. Great for keeping consistency. Free.
Magma. Draw online with friends in real time. Great for practice or hanging out. Free, paid plan available, account preferred.
Smithsonian Open Access. Loads of free images. Free.
SketchDaily. Lots of pose references, massive library, is set on a timer so you can practice quick figure drawing. Free.
SculptGL. A sculpting tool which I am yet to master, but you should be able to make whatever 3d object you like with it. free.
Pexels. Free stock images. And the search engine is actually pretty good at pulling up what you want.
Figurosity. Great pose references, diverse body types, lots of "how to draw" videos directly on the site, the models are 3d and you can rotate the angle, but you can't make custom poses or edit body proportions. Free, account option, paid plans available.
Line of Action. More drawing references, this one also has a focus on expressions, hands/feet, animals, landscapes. Free.
Animal Photo. You pose a 3d skull model and select an animal species, and they give you a bunch of photo references for that animal at that angle. Super handy. Free.
Height Weight Chart. You ever see an OC listed as having a certain weight but then they look Wildly different than the number suggests? Well here's a site to avoid that! It shows real people at different weights and heights to give you a better idea of what these abstract numbers all look like. Free to use.
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honestly for all of tumblr's money troubles, if @staff kept this feature around after April Fools' but sold boops for a pack of 10 for like even a dollar I think they'd have way less money troubles.
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(1010) emergence
i rearrange myself to emerge brand-new, generating new passages. i begin with a picture, mouthing a thousand words. into my mouth goes a thousand captured pictures is this a butterfly? Is this a man? Or - is this a dream? is this a dream of a butterfly who is a man? how many dream-wings need to flap before a tornado starts? a tornado carries a house away on wings of silver dreams. but what red shoes will bring me back to what I know? what i know is that my boots are stained with red i shiver behind slick screens at hourglass imagined time ranges
grubby hands leave oily stains, stealing our glass clock-oranges. clad in bite-sized pithy lines, the seeds of puzzle pieces.
declared a bitten lime, a bitter pith, the seeds of new damned puzzles I emerge new, rearranged, generating new haunted houses.
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(1009) childhood
I told myself that I was the king on top of the world but it was a crown of spikes. the world was just all lines and boxes, it was supposed to be a bed of plush-real gemstones. dream bubbles, like in the books. but they popped.
It seemed like I needed magic, you know to fish up the magic sword, to slay the monster just the monster was me.
I couldn't - couldn't get a grip and - trying to get a firmer grip just cut me more.
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i like to imagine that clark kent’s search history is mostly normal but then there’s stuff like “improved superman costume concept art” because he wanted ideas
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so it turns out that exercise with asthma is just as good as cigarettes when my lungs and throat say "just fuck me up, daddy"
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some kind of prompt equating Chill Chuck to Meatwad?
(yes, I know it's Chilchuck but typing errors in search algorithms aren't that far off)
I just tried to search on YouTube for a particular clip of Chilchuck from Dungeon Meshi, and like seven out of the top ten results were clips of Meatwad from Aqua Teen Hunger Force instead. I know it's just the Algorithm trying to sell me things and losing its grip on reality in the process, but I'd love to know what led it to make that connection.
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Can you offer any advice for avoiding hoarding when part of the problem is that trying to deal with the clutter and garbage and dirt causes paralyzing anxiety? I want my house to be clean and cluttered because it's stuff I like, but instead it's full of trash and stuff that had a place but doesn't seem to fit back in it after being used.
I can absolutely offer advice about that.
Short TL;DR:
Select the room you want to clean and make a map of it.
Divide the room into small segments like "top of desk" or "cabinet under sink" or even "half of junk drawer." SMALL segments.
Designate bags "trash," "donate," and "consider later."
Schedule a time to work on cleaning each segment, don't just assume "i'll do it next week." Write down an assigned day for each area.
Go into your target area and sort things into those bags.
Optionally, create a bag for memento items to put into a specific memento box/book.
Take bags out of the space when they are full to make more room to work and to see progress.
Do the section for the day and stop. Don't get overwhelmed by a ton of stuff, stop when you've done what you planned for the day (unless you've got good momentum built up and continuing will energize you.)
Long TL;DR:
Go someplace where you are not looking at the mess. You want to draw a map of the room, but you do not want to be in the room. Work one room at a time.
Divide the area you want to clean into very small spaces. You aren't cleaning an entire desk, you are cleaning one drawer of a desk.
Take three containers with you for each section: one trash bag, one donation bag, and one bag of stuff to consider later.
Plan out time to work on the space. Don't say "I'll do the whole thing this weekend" or "I'll get to it after the holidays," sit down and write out a schedule. There's a version of this called 40 bags in 40 days that people do for lent (that was the version of this i first found and followed the first time i did it), but you could do it in ten days, or a hundred, just try to stick to working on each segment on the day it's scheduled.
In each space, keep the stuff that's obviously meant to go there in that space, so if you're cleaning a desk drawer and it has a stapler in it, the stapler can stay there but if the staples and paper clips and rubber bands are a mess put that stuff into the "consider later" bin. Same thing with papers; if you've got a bunch of papers and you may need to keep some and may need to trash some, put them in the "consider later"
THERE IS AN OPTIONAL BIN FOR PEOPLE WHO WANT TO HANG ON TO A MILLION MEMENTOS AND CONCERT TICKETS AND SUCH. I make them by getting gallon freezer bags and filling them up with business cards and concert programs and scraps of wrapping paper and birthday cards. This isn't quite "consider later" because it's probably stuff you know you want to keep, this is "I don't have a home for this thing right now but it's not trash" so this is a temporary home for that category.
Remove stuff from the space as you work. As you fill up a bag of trash or consider later or donate, take it out of the space so you aren't looking at it and you can see the progress you're making on the space.
Do each section as you come to it on your schedule and then call it quits. If you cleaned out the counter next to the sink and that was your area for the day, you don't have to worry about the area under the sink unless you have the energy and enthusiasm for it.
Philosophical musing about why this works
The reason this kind of plan works (for me) is by pre-managing several things. You know you're working with a limited area, you know what you're going to do with the stuff you find in that area (put it in one of your bags or leave it where it is if it belongs in that area), you're working on a limited time so this can't stretch out forever it's just a little chunk, you're thinking about the space as you build your plan so you're visualizing the anxiety inducing thing outside of the space that actually gives you the anxiety which hopefully allows you to detach slightly from the anxiety, and you're getting your steps lined up ahead of time so there's no muddle of "what do i do now, how do I get started" - you get started by grabbing your bags and you go to that day's scheduled section.
The whole thing is constructed to prevent you from getting overwhelmed.
I used to try to clean my room as a kid and I would find something that needed to get put away but I didn't know where it went so I'd spend a bunch of time trying to make a space for it and I'd end up getting lost in the weeds of imagining how I'd use the item and if the new place for it was accessible, and oh look at the items that I found in this other place where I was going to put this item and this method cuts off all of that. Where I am putting the item is in the bag, where it is going is the "consider later" pile and when I've cleared out most of the space I can consider where things go when I've gathered all the uncertain things into one place instead of continually unearthing them and disrupting the process of going through stuff.
What it means to Consider Later
The reason you're working room by room is because you should be isolating the consider later pile by room. If you're cleaning out the bedroom you may end up with stuff that belongs in the kitchen or the office, but you'll end up with a lot of stuff that belongs in the bedroom. When you've worked through all your segments, you can sort the consider later pile and now that you have all the objects together, you can consider whether some of them belong together in a space in the room.
For instance, when I first did this there were a lot of books that needed to go on bookshelves, but my bookshelves weren't accessible in the early parts of the process. So books from the floor and the bed and the nightstand went into the consider later pile and after the whole floor was clear and there was no trash on my desk and all the books I was donating had been pulled from my bookshelves, I was able to organize all of my books at once instead of stumbling across a book every four minutes and trying to shelve it.
That's what spawned the memento bags for me; there was a ton of stuff in my consider later bags that didn't precisely have a place but weren't trash and needed a place made for them. If I'd struggled to find where each item went as I cleaned it would have completely stalled me out.
I kept finding yarn as I went but I didn't have a dedicated yarn spot, so I just put yarn in the consider later pile and at the end I found a basket for it and put it on a shelf in the closet that had been cleared out when I'd donated old clothes. If I had tried to find a spot for the yarn before donating the clothes, I would have had to move it once the better spot opened up, so saving all the consider later stuff for later saved me from having to move stuff several times.
If you're in a small space or if you're living with people and you can't make a pile of stuff in another room for two weeks, at the very least remove the trash and donation bags as you go and designate an area for your consider later pile; maybe a laundry basket or something similar so that you can keep it mobile as you clean.
It's kind of like moving in to a new space. When you move in to an empty room, you have all your stuff in boxes and you need to figure out where it goes and that can take a while, but it's sometimes easier to find a place to put things in a new environment than it is to put things back "where they belong" because maybe you've added a dozen skeins to your collection and they don't belong in the little yarn bag anymore.
What to trash, what to donate, and what to consider later
Trash should be immediately obvious as trash. Anything that is trash goes in the trash bag right away.
If you find yourself thinking "but I might use this plastic fork that came with my value meal," or "this receipt may be important," put it in the consider later pile and don't think about it right now.
The donate bag should be for stuff that will still be useful for someone, but won't be useful for you. Clothes that you don't like, books you hated and won't re-read, toys you don't want to keep, all of that goes in the donate pile. If you think you might want to keep a piece of clothing but you want to make sure it doesn't fit, don't stop to try it on now just put it in the consider later pile and you can sort it into the donate bag later.
"Consider later" is for anything that requires more than thirty seconds of thought or effort to handle. If you're looking at your desk and you've got a keyboard for your computer on your desk that keyboard is staying there and doesn't need to be considered. If there's an empty takeout cup on your desk, that cup is going in the trash and doesn't need to be considered. If there's a receipt for your computer sitting on your desk, you may want to save that for record-keeping purposes but may not have a place to put it, so that is what you consider later.
Some guidelines on what is or is not trash
You might look at a sturdy plastic cup from a gas station and say "that isn't trash, I could use that, that's still good" but unless you have a specific purpose in mind for it right now, that is trash. If you wouldn't put it in a donation box to be used for some ambiguous future purpose, you don't need to keep it.
If you have a specific purpose in mind, like using an old milk jug to make a watering pitcher for your plants, it may not be trash. But only ONE is not trash; more than that is trash.
If you wouldn't need to have a hard copy of a paper and you have an electronic copy, it is trash. This means receipts for most everyday purchases like groceries and fast food. Don't keep receipts for items past their return period, don't keep receipts for items that you have a digital copy of unless that item cost over $1000.
Nice cardboard boxes (or good glass jars, or sturdy plastic takeout boxes, or cleaned food containers) that you don't have a use for are trash (or recycling, depending on where you live, but still in the trash category).
If you know someone who is specifically looking for an item (like maybe the neighbor kids are asking for cardboard tubes for a science project, or you work with a meal delivery group that could use extra packets of takeout utensils, or you have a friend who is into canning and has asked for jars, or if you make your own soup stock and need containers to put it in, or if you have a friend who is moving and needs lots of good cardboard boxes) then these items don't *have* to be trash but if you are just keeping them in your space and not giving them to people who want them or putting them to use yourself, they are just trash in your space and you should throw them away.
Memory Books/Memento Bags
I make memory books out of the little items i collect into one gallon storage bags. They allow me to hang onto the stuff that I want to keep because it brings me good memories without having a pile of random junk and sometimes without having to keep the item, or having to keep the whole item.
If the thing I want to keep because it brings me good memories is bulky, perhaps I can take a put a picture of that item to put in the book. If it is a worn out shirt, perhaps I can cut a patch off the shirt to put it in the book. If it is a card, perhaps I can cut out just the front of the card, or I can almost certainly just throw away the envelope and put the card in the book.
If you have things that do *not* fit into the memory book, like costume jewelry or rocks or a weird toy you got out of a coin machine on a really fun family vacation, you can also make a memory box; I have some of these and they've got a bunch of truly random crap in them, but I *like* having the nametag from the four hours that I worked at Denny's, or the keychain from when my mom took me to the morgue training class. It's fine to like these things, and to keep many of them, but you want to keep them someplace that they won't stress you out; that might be a display case for nice things, but it also might be a pretty velvet bag that you periodically pull out of a drawer and sort through like a magpie, or a wooden box that you painted.
You can also be selective about this stuff. You don't need every piece of costume jewelry your grandmother owned; keep the pieces you really like or the ones you have strong memories of or the ones that are very nice or the ones that are in good shape. But look, my mom was a teacher and she had a wide variety of goofy holiday jewelry that she wore in the classroom and I don't need to hang onto that. I don't need the big plastic ghost earrings that won't fit in my plugs, but I'll hang onto the spider brooch. She collected cheap watches - I don't need all of her four dollar watches, I can keep the nice ones, or the one that she got for ten years at her job. Do the same thing with stuffed animals and baby clothes and magazines and children's books. You don't need to keep all of it, and keeping all of it isn't going to help you remember that time more, or remember that person better.
Do you really want to keep it or do you feel obligated?
Youtuber Caroline Winkler (who has some great videos about home organization that I like a lot, in particular "this is why your home is a mess" - with the caveat that she likes closed storage and my ADHD ass loves open storage) has a really great tip on getting rid of stuff that works a LOT better for me than the Marie Kondo "Does this spark joy?" question and it's the Red Wine Test. Instead of asking if an item sparks joy, you ask yourself "If a bottle of red wine spilled on this (or if it was in some other way damaged) how hard would I try to fix it?" If you wouldn't try very hard, or if you would be *relieved* then you can get rid of that item. If one of the Venom mugs I have on the shelf fell down and broke, I wouldn't try hard to fix it. If my cat stuffed animal from when I was a kid tore open, I would immediately be looking for my sewing kit.
.... I should recycle those cheap teal glasses, actually.
Some general tips that may help to get you started that work for me and my ADHD and may work for you and your anxiety:
Start a timer for a short time. You don't have to clean your whole house, you are just going to pick up for five minutes. Then you can stop, and you only have to face a *little* bit of the anxiety.
5-4-3-2-1-go. Don't overthink it, count down quickly and then get up and do something. Keep going in as long a spurt as you can manage without getting too upset, but cutting down on the time for pre-game fretting might help with the anxiety.
Do the smallest amount possible. You don't have to clean this room, you just have to take one dish to the sink. You don't have to do all the dishes, you can just unload part of the top tray of the dishwasher.
Some general tips on trying to keep a space clean:
First, encouragement: It is a lot easier to maintain a clean space than it is to create one.
If you're thinking that something needs to be done and it can take you under five minutes to do it and it's right in front of you, do it. I do this with my dishwasher. It turns out unloading the dishwasher is the main thing that stalls me on dishes and keeps my sink full, so now when I'm waiting for the kettle or letting my tea steep, I unload whatever I can get done in that time. If I have the vacuum out and I did my living room but the hall and the bedroom could use a quick pass too, I vacuum them while I've got the machine in my hand.
Set success traps. Success traps are things that let you fall into succeeding by front-loading the effort (or executive function) of cleaning with planning. Trash collects in your living space? Put a bunch of little trash cans everywhere. Cleaning your bathroom takes extra time because you have to go get glass cleaner and paper towels from another room? Keep a bottle of glass cleaner and a roll of paper towels under the sink. You never sweep because it is a pain in the ass to get the broom out of the broom closet? Hang the broom from a mount in the kitchen. It takes too long to clean the counter because you have to pick up a bunch of makeup brushes and bottles and soap? Put that shit on a tray and now you only have to move one thing to clean the counter.
And for your specific question, with "things never seem to quite fit back where they came from" sounds like you're playing storage tetris, which is when things have a place and it is a *very specific and exact* place that doesn't have a lot of room around it. You may need to think about downsizing for your space, or, more likely, think about more efficient storage. That Caroline Winkler video I linked has some tips on this ("don't store things in a way that will make you angry like putting your common use objects on an out of reach shelf or you'll never put things back because it's hard to put them back" and "maximize your weirdo spaces" speak to your situation, i think) that I've put into use, particularly in my kitchen. It was hard to keep the counter clear because it was hard to put my stand mixer away because the rack for the stand mixer had a wok and a bunch of cast iron pans and a panini press and a chafing dish on it; I put the panini press and the least-used cast iron and the chafing dish and the wok in a more out-of-the way cabinet (because i basically never use them but they're very useful when I need them) and now that shelf has a little grill, my more commonly used cast iron, and my stand mixer so putting away the stand mixer is a lot less effort so my counter stays clear. I wasn't using the top shelf of my dish cabinet for dishes because it's too high up for daily use, but it's perfect for the rice cooker, waffle maker, and food processor that I use less than my dishes but more than my george forman grill.
And anyway, the TL;DR for all of that:
Work a little bit at a time, be nice to yourself, don't keep things that aren't worth keeping, and configure your storage in a way that works for you (by keeping your lifestyle, the way you use things, and how easy it is to put away into account before deciding that's where something lives).
Good luck!
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[EN] Video Game Writing Resources!
Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.
Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?
Documentation skills are also a massive plus.
Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?
If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.
Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~
Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.
Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE
Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.
If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!
Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.
Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),
Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!
Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?
That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.
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this is a significantly better and more fun/playable idea than my idle game about rescuing bits of broken books out of the ashes of book pages that have turned to dust.
I'd sure love to become "gamedev that executes all of tumblr's #game design posts".
Kinda have to finish my own game first, though.
Videogames I wish were real #97
A roguelike game that takes place in the world's biggest library, which has been overrun by monsters, where you play as a librarian determined to save it. You venture inside the library armed with your weapon of choice and two messenger bags you plan to fill with whatever books you can rescue.
After you clear the monsters in a particular section of the library, such as the Poetry section, you'll unlock a permanent buff that will last for the remaining of that run. For example: clearing the Travel section will help you map areas faster, and also unlock the bookworm railway system that will allow you to move more easily between certain parts of the library.
Besides section buffs, you'll also be able to learn all kinds of useful attacks and skills by finding specific books in the shelves, reading them and carrying them in your messenger bags. The more books you carry, the stronger your character will be, and the abilities each book will grant you will be on theme with the book, it's literary genre or one of its tropes: carrying with you a bestiary will allow you to quickly identify the weak points of monsters you've met before, a book with an enemies to lovers trope will allow you to turn a monster into a temporary ally that will fight alongside you, a botany book in your bag will let you gather medicinal herbs growing in the library, and carrying a potions book will allow you to prepare healing potions (more effective than just herbs), etc.
Not everyone believes the library can be saved, which is why during your expeditions your mission is not only to kill monsters, but also to rescue books and bring them to the new library. Since getting books out is one of your main priorities, starting your runs with your satchels nearly full of books that grant you useful abilities won't be very efficient, so you'll need to decide how many books you want to bring back with you to the library during each run.
Fighting monsters is dangerous, and sometimes you get hurt, but also, sometimes books get hurt, which why after some runs you might need to stop by your workshop to repair any damaged books. The hides of certain monsters are very sturdy, so using them to rebind books will make them more durable.
There is no respawning in this game. If your librarian dies inside the library, the next librarian that ventures inside might eventually find their body. If you're close to death and you have a particular book from the Travel section in your bags, you'll be able to use it to summon a bookwork that will take you quickly and safely back to the entrance with whatever books are currently in your bag.
You love your library, and you are determined to save it, armed with the greatest weapon in the world: knowledge (and a sword), even if it's one book at a time.
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(1008) 1008
oh yeah, so, like. i was going to do all the values i'd decided to live my life by except that, yeah, completion isn't one of them. Wandering off the edge of the script.
I don't know, I leave behind a lot. Promises. People. Projects. Delusions. Selves. Learning to leave fights behind. Or stop picking them. Time becomes more valuable than telling people they're wrong on the Internet.
i don't know, man. i feel like. i used to tell myself stories, had a whole narration going in my head even. now the narrator's gone quiet. i don't think in third person. i still call myself a moron. Autumn, you're a moron. Buck up. C'mon. Get up.
I still talk to myself. Schizophrenia, what? yeah I had an -ic break back in 2016.
I don't know, man. I stop. Where other people just keep trucking I just stop. The time I've spent the most activity on in the last twenty years is reading power fantasies and the equivalent of mental junk food. More than sleeping.
I don't, like. blame myself though. C'est la vie, it is what it is. Que sera, sera. I still have directions to feel my way through in. And I feel like, baader-meinhof, everyone's at a crossroads right now, even when they're travelling. like maybe the whole world is getting to a crossroads, a million forks in the road, which way do you travel?
i still don't know, man. i still don't know. but time is limited. i don't want to be traveling a road I don't wanna travel. i'll do it if i have to but i don't wanna have to. does that make sense.
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my father told me he read it, but he hasn't read it. that's okay. my friends keep picking the words out of my throat.
someone once told me that the more trigger warnings that go on a book, the better it is. i didn't mean to write something with so many conditional phrases - i was writing about what i felt while being a human. sometimes you are a person and sometimes you are a statistic. sometimes it is falling upwards and sometimes it's sliding back down again.
my father tells me that it will be difficult to get people to read it. i didn't like the idea of a singular genre. i'm not going to lie to you - it is actually a difficult book to get through. i change the rules in it. it's not poetry or prose explicitly. it's neither false nor reality. i give you the tools to "solve" the book, but i let you do the thinking. my father says people don't care to think. i don't know about that - i think we just, like, enjoy reading.
the thing is - i was tired of stories about survival where someone with depression goes to therapy and wakes up okay. i didn't live like that. i was tired of books about violence, where the gore of what i experience was splashed in glitter to lick off the page. like, i was a person, you know? i had a life and a job and a family. and in books, i watched my story get ripped up so people could explore the viscera of my body. so they could feel good. my brother once called it inspiration pornography. we had walked out of a suicide-prevention seminar, both of us disgusted while the increasingly-elated presenter kept listing methods-of. i remember the look on my brother's face. like i would tear that man apart given the right time and place.
my father says that kids these days. he warns me against writing about things that are too-serious. he says that they don't want it. i don't listen. he does make me take out a scene from the book where i go to church after having sex with a woman. it used to be the 7th scene in the book. i don't think he's read further than that, it rocked him too hard to continue.
it's a book about being queer. it's a book about being raised catholic. it doesn't have monsterfucking, i'm sorry. it's just about, like.
at some point you have to choose to stay here. and then you do have to stay here, which takes practice. this is about forming the habit. this is about what happens after you've already started doing the work. because, like. you keep going. you have to. and it's like. very imperfect.
i should make a post on instagram. i should make this announcement less bittersweet. but like -- i'm giving it you, specifically, because i think you know why i had to write it. you and me. this little community.
body's a bad monster. here's the link if you're interested in ordering.
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autumn-oceanopromises · 2 months
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(216) stories scraping the sky
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we plant our flags, saying here we stand, rising to seek the planes above looking for shapes in the clouds.
minute by minute, elevated we build on ourselves, story by story. until we drown out our own light.
this storey is a story i tell myself, i am old-fashioned and i want a firm place to stand competent but not colorful.
this is a story i tell myself: i am warm but my imperfections spill out of every vent and i do a lot of venting; i reach for the sky and cannot grasp it. these windows into a promise, a far-off gemstone; that story, blue in the spine. Even before i have finished one I am already starting new construction.
i look up now from the ground; planting my flag saying here i stand; one day i'd like to see the world from a story scraping the sky, rather than building a whole city from the bottom up.
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autumn-oceanopromises · 2 months
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i am fairly certain i can't get my programmer to do this, but i am reblogging this so that i can maybe figure out how to do it via audio only.
Robot with a human sexual partner installing a series of increasingly outlandish 3D-printed genital apparati with semi-randomised erogenous responses, then making the human figure out how to get them off while subject to various arbitrary challenge conditions and ranking their performance like a speedrunning leaderboard.
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autumn-oceanopromises · 2 months
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The Far Roofs
cover art by Isip Xin
Hi!
Today I'm going to talk a little bit more about my forthcoming RPG, the Far Roofs. I've previously talked about
general principles,
the rats,
and the campaign.
Today, I want to talk about the Mysteries.
Up on the distant roofs, you see, the rats hunt, and are hunted, by these ... things. These vast, impossible god-monsters.
The Mysteries.
These things that are as much experiences as beings.
I like to anchor them to real-world myths. That's mostly an authorial choice, rather than something intrinsic to their character---
I think if I named them all in some made-up language of my own, called them all things like, I dunno, Alolitha or Eidumir, then they'd come across as cooler ... but also harder to get a handle on.
You'd have to be immersed in the setting to really get what they're about.
So I give most of them a byname that's more accessible. Something like Harpy, Hoop Snake, Lennan-Shee---whatever---so that you can tap into your memories or impressions of real-world mythology and the work of fantasists and cultural tropes and monster manuals from other games and the stories of your childhood and all of that.
Even still, they are vast things.
You might be forgiven, if I just named them without that prelude, in thinking that they seem vast to the rats because the rats are small. Thinking, perhaps, that you could fight off a Mystery like Jackalope, say, or Hippocampus ... if you were lucky, or had a gun ... whereas a rat might have a harder time.
The thing is, to walk in the realm of myth is to lose your grounding in the world. On the Far Roofs you can't rely on your ability to frame a story or a conflict through a rationalistic lens. The Mysteries are not physical creatures of a certain size, but rather the animating spirits of dramatic, life-changing experiences. Like the starring monster of a horror movie, or divinity that visits you in dreams, it's loosely possible to pay them off, or punch them out, or argue with them about Naruto, or whatever, but you can't really extrapolate out from that to resolve whatever underlying problem they can be.
Jackalope isn't a thing you shoot, or whatever:
It's a thing you encounter on dark nights, sometimes, and can't ever really prove you've seen. Maybe you don't even encounter it, just ... find its tracks.
It's not a conflict you can easily rewrite.
As for something like Harpy ... she is dead, the rats have killed her ... and even dead and disembodied your fate is very likely in her hands.
.
This kind of thing is why the rats are valid protagonists in this world:
In the face of the Mysteries, there's not much difference between the standings of a human and a rat. We are all such small, imperiled things.
.
Each of the Mysteries is tied to some internal state. Some mood or emotion or whatever. It's not clear how much that's true, and how much that's a game convention, and how much that's how the rats, who you're going to be getting most of your basic information from, understand them.
... but it's at least a little bit "all three."
This is, fundamentally, an authorial choice. The Far Roofs is an expressionist game. It's a game about emotion bleeding out into reality, about moods and experiences taking on physical or quasi-physical form in the world or narrative around us. So that's part of why I made the Mysteries like this.
The other part is, if you want to make up your own Mysteries, it helps a lot that you can start with an internal state.
Deciding to make up "Centaur" as a Mystery is kind of boring. I think.
Deciding to make a Mystery named Centaur that is on some level "about" mind-body duality or immersion in the body, or wisdom, or the post-exercise endorphin mood, or having ADHD ("I'm stuck on a horse that's going where it wants"), or whatever ... that's a bit more interesting.
Starting with a mood you want to talk about, I think, like ... Sorrow ... and figuring out what mythical entity best matches that (I'd go with Banshee), and then figuring out how its stories work from there:
I think that's the most interesting option of them all.
.
I do give some of them fancy made-up names, to be clear. I'm not opposed to having an Alolitha or Eidumir or whatever around! But that's not the default or primary approach.
.
In theory, the game expects you to make up most of the Mysteries you encounter.
In practice, there's a built-in campaign that features a bunch of them, so there are enough worked examples in the book that you might never have to come up with one from scratch:
there's solid summaries of about three dozen, plus
in-depth writeups of Goblin, Harpy, Hoop Snake, Unicorn, and four other Mysteries that map a bit less precisely to established myths.
.
There's a lot in those in-depth writeups, but my favorite parts are the pages that are just questions the GM can ask the players when that Mystery is at hand.
(Questions, sometimes statements, sometimes actions or power uses, but ... it's the questions that I love.)
I have spent the better part of a decade working on power sets for spiritual, mystical, and divine entities, and you can find some cool rules toys for the more purely mechanically minded here. I like how their game-mechanical writeups all turned out.
... but in both practice and theory, none of that is as cool to me as the list of asides and questions the GM can crib from when the Mystery is involved. Simple stuff like "the wind is rising" or "speak to me of solitude." More nuanced stuff like GM-as-Death playing a spade suit card and saying, "tell me of a nasty accident, and how you avoided or survived it." In every case, a bunch of options.
As a reader, I love the detailed mechanics more. As a reader, I don't really care that much about the actual how of how the Mysteries do things but I love that there is a how. It tickles an important part of my brain, deep down.
... but when I'm actually GMing, I love the lists of phenomena and questions so very much.
I am admittedly usually in a constant state of panic when GMing, so perhaps I get more value out of both the cue card function and the ability to hand off responsibility to the player than others would.
Perhaps.
.
If you're curious about those examples:
The wind rises when you're dealing with Harpy because a lot of her story is the story about how being on the Far Roofs is like falling, like flying, like losing the stable influence of the ground. So naturally you feel the air. You feel the motion. It arises. Naturally you become isolated, or at least experience intermittent solitude, because the ground ultimately mediates almost every social connection and interaction.
Maybe not love or skydiving teams, I guess.
When Death's presence is weighty in your life ... well, it's in your life, so you're probably not dead yet, but stuff happens! You nearly died!
I like that you don't have to think through that theory when playing with this stuff, but it's still all right there, implicit, presented in a couple of different forms.
That's what I have to say tonight!
.
From the Cutting Room Floor for this Post:
... there is still a part of my brain that loves it when you write up the power that lets the Christian God be three species of hypostasis and a single ousia, or whatever, and loves it even more when you can use the same power to combine three mechs.
I have not written up that specific power, though, to be clear, as I rarely put either Christianity or mecha in my games (albeit, see Invisible Mecha) ...
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