Category Archives: Making

Articles in this category are about tools and ideas about making things, and my belief that you can make things.

T-Shirt: List Jokes

It’s November, we’re all tired, have some shirt designs I dreamt up while I was doing the shopping and picking through cauliflower

Here’s a joke about how Final Fantasy 14 kills off cool women characters for no good reason. Here’s a version with white text, and one with black text!

Here’s a joke about Puella Magi Madoka Magica. Here’s a version with white text, and one with black text!

Here’s a joke about how we must sound to people outside of the fandom! Here’s a version with white text, and one with black text!

Game Pile: Straight Outta Tucson

Desert Bus was last week! It’s a cool event that raises money for the Childs Play charity, by playing the game Desert Bus. The more you donate to the event, the longer the event runs, and that means they have to play the game longer and if you weren’t aware, Desert Bus is a shockingly boring game.

What this means is that the whole streaming event is someone playing a dreadfully boring game and doing anything they can to be less bored – with their friends in the room. It’s a festival of events of busking, comedy performances, dramatic readings, a few D&D games, quiz games and also kinda a long-reaching slow-rolling combination of a con and a podcast. And mixed in amongst that there’s other events, including a game jam!

And I submitted a game to it this year!

The game is called Straight Outta Tucson, and it’s a simple little affair; it’s completely free to download and play, and we may be seeing about putting it up on some print-on-demand services as a cost-and-shipping-only option if you want a professionally made copy.

And I wanted to talk a little bit about what was involved in making it.

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How To Be: The Very Best, Like No-one Ever Was (Dun Dun D-Dun) (In 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

You know, it might just be because I’ve been thinking about pets and subordinate characters, what if the inspiration for your character in a 4e campaign is being someone who has for some reason, a monster that works at their side? What kind of character can produce monsters out of nowhere – like they can just pull them out of their pocket?

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CoX: Hellfrost

This is an explanatory writeup of one of my Original Characters (OCs). Nothing here is necessarily related to a meaningful fiction you should recognise and is shared because I think my OCs are cool and it’s cool to talk about OCs you make.


It’s natural that things evolve responses to predators. The Circle of Thorns have been preying on humans for generations. Most of the time the evolution preserving humans from it was things like a general population move away from magical influences and spaces, and surviving better without it. But in the 21st century, when mutations could take abrupt jumps, sometimes more severe things happened.

When Hayes Rosten was captured by the thorns and stabbed with a knife as a teen, his mutation kicked in, and his body swallowed the magic that was meant to corrupt him. Stealing from the thorns, it flowed through him – and let him take on the form of their own horse-shark-ice-things, the Hellfrosts.

What matters more, what it looks like or what it is?

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4e: Building Organisations

Organisations are one of those things that most editions of D&D have but they all seem to have weird ideas about how to relate to them. In 3rd edition, for example, a lot of organisations had you spending feats to learn specific mechanical options that marked you as a member of that organisation. This led to a lot of killer feats but also meant that if you didn’t have a feat slot to spare, there was no reason to care about these organisations.

I’ve been thinking about organisations, especially in my campaign setting, because I do keep using ‘people choosing to arrange things’ as an important part of the cultural landscape. For this reason I’ve been thinking about ways to represent organisations that people can join at any time without it consuming a limited number of player build slots. Themes and Paragon paths are fine – but what if you want to be a member of the church of Amaunator without being a Morninglord?

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Asset Brainstorm #11 — Big Stacks

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


When I started on this project, there was something happening that I wasn’t paying that much attention to. I was aware AI art was a thing but it wasn’t something that showed up in my streams. And now we’re in this super weird position where now there’s this type of asset that’s available, cheap, affordable and in many cases being made by an interesting new type of artist, and where just engaging with them at all is going to open a giant can of worms and result in a category of people being mad at me.

This is especially fraught because I don’t think AI art is ethically free and clear but I also don’t think it’s the black spot, and that’s a conversation that has gotten people very snappy very quickly.

So, content warning: I’m going to examine an art asset pack made by an artist using an AI package and post-processed. I’m going to talk about it agnostically, addressing the art asset pack as what it is, without delving into the question of whether or not it should exist.

Cool?

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How To Be: A Meguca (In 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

In this, a Dreadful Month, maybe you need a radiant light. Maybe you need something that makes you feel warm and fuzzy and happy in this time of long nights. In which case, let’s look to the most successful Monsters Inc fanfiction anime there is, and look at the magical girls from Puella Magi Madoka Magica as we ask what it would take to Become Meguca.

Spoiler Policy: I don’t intend to spoil much of the actual story of Puella Magi Madoka Magica. Instead, I intend to approach this exercise looking at the characters as they present, with minimal explanation of the actual narrative of their native series, though there will be some discussion in a broad sense of what characters’ powers are.

This is in part because these characters have very strong vibes to use as basis for a character but also because it’s much funnier.

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CoX: Tideward

This is an explanatory writeup of one of my Original Characters (OCs). Nothing here is necessarily related to a meaningful fiction you should recognise and is shared because I think my OCs are cool and it’s cool to talk about OCs you make.


“You do not want me down there! You want me up here!”

Hamilton, aka TIDEWARD, the SCION OF THE SUNKEN CITY, is a Prince of a deep-ocean nation, of which he says little. A deep sea upbringing made him tough, and strong, and the royal regalia of his home grants him shapeshifting bio-tech armour. A stranger from a strange land, Hamilton has had to learn a lot about human society from things other than the stories his father told him of the surface world.

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T-Shirt: The Demon Core Says Believe In Yourself!

It’s October! Let’s go check out this month’s T-shirt design!

I made this little design both to learn more about how to use Inkscape Vectors, but also as a way to make something appropriate to Dread Month without playing into my weakness as a designer (ie, I am butts and bad at conventional horror aesthetics).

I’m really happy with this friendly li’l Demon Core! Check it out on my Redbubble!

Asset Brainstorm #10 — Back To Osum

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


Okay, this time it’s a simple one: This month, my goal, as a game maker, is to get Camp Osum into prototyping.

If you’re not familiar with Camp Osum, it’s a competitive draft horror game I originally made for Asylum Jam 2017. In this game, each player takes on the role of a camp counsellor roaming around the grounds, looking for things that build their place in the story, rousing the ghosts of the camp and hopefully not getting killed. Eventually, there’s only one player left, as the other players, now some of the ghosts, try to force that player into joining them, while they try and escape.

A big part of Camp Osum‘s life has been committing to boundaries on it; it was made for a jam, and the original draft up on Itch.Io is up there as it was at the end of the jam. I know that in my situation it’s very easy to work on things in private and keep things like prototypes and concepts hidden until they’re nice and polished in ways you, the audience can praise me for. That’s why, even though I think it looks terrible, and it was made in Word, like a lot of fast prototypes, you can go look at it.

Last year I spent a month working on the card face (while doing other stuff, because October is the end of the semester work-wise). This month, it’s time to pick the project up again and get it to the next stage, of being an operational prototype.

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Prototype 22.09 — Lane Chase

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.



What I started with this month was this:

This little Y unit that creates, in a player space, and in the process created lanes.

I didn’t get much time to work on this prototype this month. Honestly, I didn’t really get any time — this project hit a wall early on because this month had other demands. I’m embarrassed by it but I’m also just admitting it. This month has to marking crushes and a pressure point on the non-fun bits of the PhD (you know, all the paperwork that is meant to build off this design).

But still, this idea yielded some thoughts.

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CoX: The 49th

This is an explanatory writeup of one of my Original Characters (OCs). Nothing here is necessarily related to a meaningful fiction you should recognise and is shared because I think my OCs are cool and it’s cool to talk about OCs you make.


Nearly ten feet of solid, ice-cold, star-hot Canadian battle goddess, the woman known as The 49th remembers a world almost like, but not quite like, the one she’s in. Where she’s from, Canada was the dominant empire of the North Americas, not the USA. Where she’s from, humans tapped the power of stars to create champions. And where she’s from, things were a lot more polite and liberal on some topics.

In the event she knows as the Great Collapse, her world is gone – not only that, but it seems it never existed. A portal incident that has echoes throughout time. Still, she survived it, endured it – and now she’s here, on her own, building in her own time and space in this familiar-but-not-quite world.

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Switch Stances Update

Yeah I know I gave you the main post on this a week ago. I’m still thinking about it. Mainly I got thinking about how once you have the combinatorics done, this game creates a huge number of unique game pieces with only a small number of pieces.

Okay, so the game is basically a trick taker; you’re all playing skateboarders hanging out at the skate park, and you have multiple areas you can chain tricks from. This means you can use weak cards to try and build combinations nobody else can match or exceed, and you can try and goad people into trying tricks that they can’t do yet. Particularly, everyone has a unique deck of cards, with each card showing two suits. When I was working on prospective designs I belted out a draft and hated it and then, today, spent some time working on a draft I don’t hate.

Here are some examples of what the cards ‘should’ look like – each of these being from a different player’s deck:

There’s some strategic depth here created by knowing that your options are not the same as your opponent’s. See, here, if you’re the second player, you can use your F4 as an A to bait another player’s best D card. They have to follow suit, so if you’re willing to give up a 4 in F, you can get rid of an opponent’s 6 in D, and know that they won’t likely be able to oppose your own 6 later.

These cards are however, really simple once I realised I was overthinking things. Each card is made up of three simple parts:

Note that the rotational divider is entirely aesthetic, if I was feeling really fancy I could leave it out, but I like it. I’m not good at skateboard aesthetics.

Anyway, all of this is just standin filler components; the suits should probably not be letters, and if I was a more authentic skateboarding fan rather than a fan of it as a hypothetical, I could imagine each of those suits representing a common move that can be used to chain into more, complicated moves. The card art is also a filler piece, gained from a DuckDuckGo image search.

See, thing with this, the thing that lingers in my mind and why I kinda wonder about finding an artist who can breathe another layer of depth into this, is because with this handful of components I’ve managed to solve eighty cards in this game’s design. And once I have that suddenly proxying it up and practicing with it looks more simple, more feasible.

Cool Tapes

I was born in an age when television was pumped into your house via some variety of tube. This is why the box of a TV was so large – it had to contain the bottle that filled up with television over the course of the day, and the screen you watched it on was the ‘bottom’ of it. You watched it when it was on — and that meant there were times of day, when, well, it didn’t matter what you wanted to watch, the TV was only offering news, news, and also, news. Channel 10 was at least kind enough to put the news on at 5 PM (First at 5) so the ‘news’ slot could be replaced by the Simpsons reruns.

But at some point in my youth, back when I was a youths, we acquired a Beta recorder, then, quickly, a VHS recorder, that let us record dad’s Murphy Brown episodes while he was away at Bible Study and we wanted to watch… I… you know, I don’t know. But we watched something.

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Asset Brainstorm #9 — Moba Lanes

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


This time I don’t have art assets to look at. Reiner Knizier has said that when you work on games, you start with an aesthetic, a mechanic, or a device – and in this case I’ve been thinking about a device for some time. I’m not sure where I saw it, but I’ve been thinking about MOBA games for a long time. A long time ago, a friend of mine and I were toying with the idea of a management game about running an eSports team, and that meant spending time thinking about… well, MOBAs.

Anyway, here’s a diagram.

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Prototype 22.08 — Switch Stances

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


This month I got to the outline stage of designing a trick-taking game which is now firmly at the ‘make a prototype and see how it plays in person.’ And it’s about skateboarders, and I have a challenge now about aesthetic choices.

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T-Shirt: MTG Tricks

I’ve been working on this on and off for a while now. Basically, I conceived of iconography to represent a bunch of Magic: The Gathering two-card combos as simple, icons that represent a pleasant to look at image that also had that secondary meaning.

And here’s what I got so far:

First up, Painter Grindstone. Available here.

Second up, Channel Fireball, available here.

And finally, Vault-key, available here.

How To Be: Bridget (in 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

You don’t have long on this earth. THE FASTEST SINNER WILL EDIT THE TEXT. MISSION ONE. WHATABURGER! A MIDNIGHT MEAL WITH THE DEVIL

THE CARBUNCLE ATE ITSELF! FIRST HOWDY!

LET’S GET THE MONEY. GODS PLAY DICE WITH THE UNIVERSE, WHY DON’T YOU GIVE HER A CALL. FIRST SHOWDOWN ATTACK, Crank it To 11! WORLD IS A FUCK

Round the first: Grind!

It’s Labor Day.

Let’s talk about Guilty Gear.

Content Warning: I’m going to have to put some disclaimers up for some political information around Bridget and trans identities before I get into the meat of things, so if you’re not interested in that and you’re already aware of this situation just jump three paragraphs.

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CoX: Robyn Hoodie

This is an explanatory writeup of one of my Original Characters (OCs). Nothing here is necessarily related to a meaningful fiction you should recognise and is shared because I think my OCs are cool and it’s cool to talk about OCs you make.


“Fun things to do on a date? Crimes.”

The Etoile’s society is fundamentally a sequence of parasites; very small groups of people produce useful work, and other people steal it. In the process, that theft sheds value onto other people, the traders and thieves and fences and snitches that lead to Superscience Flange Coil getting from point A to point B.

There aren’t a lot of public work projects, especially when all the money is moving valuable super science stuff to the University in Cap Au. That’s what got Robyn started – robbing from the rich and scattering their ill-gotten gains in the street. It’s simpler: No need for a fence when a thousand people are holding the stolen goods.

Where did she get those wonderful toys? Well, she stole them.

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Wanna Know How To Hide Something?

Put it in a book.

It’s an old joke on university campuses that if you want to hide something, put it in a book. It’s a little bit despairing, as these memes go; the idea that we’re all filling books with words but we also know mathematically, most of them go unread. There’s an institutional value to distributing them and making sure they’re available everywhere for everyone, but we also know that one of the parts of contributing to the vast project of literally all human knowledge means that any given phrase you write is a drop in an ocean of your own work that is itself a drop in the ocean of your cohort and then that’s a drop in the ocean of even what, your generation.

The scale is dizzying.

There’s a related joke, where if you do a thesis, you should stick a $20 in it, and that way you’ll get to know if anyone looked inside it when you check in on it. I actually tried this – a $5 in my Honours Thesis, which I found at the library.

Anyway, turns out it’s not there at the library any more and I don’t know where they keep it. It’s just an Honours thesis, it’s not super important, I assume they’re kept in some part of the library with particular rules. Just funny to me to think about how even a stunt to make me check in on it regularly didn’t work. To be fair, a global pandemic interfered with my regular check-ins. I could put anything on this blog and if the context around it was wide enough, it could go unnoticed.

Makes me wonder what I DID put in this blog when I was less conscientious that’s just laying around like me confessing to some terrible deed or association. Or what someone could take out of context, like some phrase from a videogame review about how I like shooting at kids or something.

Could put any old bollocks here, really.

I’m pretty sure fish are too dumb to have feelings.

Asset Brainstorm #8 — Tricked Out

As a matter of practice, it’s important to me that I keep demonstrating different ways to engage with games. Making games is a practice, and when you can look at game assets and consider ways to apply them, you’ll begin to see how much of game design is stuff you can do. Therefore, on this blog I’m making it a project to regularly grab some game assets I couldn’t make myself, that are made for game designers to work with, and see what ideas they inspire.


A different approach this month. See, it’s Tricks month, and I realised last year that hey, it’s weird that I don’t really do much with trick taking considering the month. Plus, 2021 was the year I was reminded of a youthful fantasy about the idea of being a hot cool skateboarder boy, for some reason, even if I never had any means or plan on acting on it, and when I saw a skateboarding game being previewed on AwShux, I was seized with the realisation that it should be a trick-taking game.

And it wasn’t.

And that’s dumb.

Art by Betty Cheong

I’ve had the note on my list to try and make a skateboarding-themed trick-taker game at some point, and here in tricks month that’s what I’m going to try and do.

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MTG: July 2022’s Custom Cards

Hey, you do know I post these cards to both Reddit and Twitter, right? I just realised that you may not be aware that this is a daily thing, with room for discussion on every card.

uh anyway, July’s custom cards!

Warning: Wizards employees, this post contains primarily custom magic cards.

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Prototype 22.07 — Corner Hustle

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


This month has been busy. Not in a fun way. Nonetheless, any work on an idea is work on the idea, so let’s talk about that.

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Mask: Rayearth Masks!

It’s another set of masks, which were originally made just as a test of the question ‘can I make these elements line up?’ This time I’m aiming at trying to evoke the lovely armour designs from classic 90s magical girl isekai anime, Magic Knights Rayearth, with designs in red,

Blue, and

green. I promise you this is meant to be green.

You can get these designs (red, blue, green) over on Redbubble.

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