Friday, August 21, 2015

Video Games Still Have Growing Up To Do

Description: Cartoonish doodles of video game box art for fictional titles
"Night Vision Mode 4", "Lord of Armor","Tank Driver" & "Sword Thong"
Jeremy Parish recently wrote in US Gamer about how he was initially excited to get a promotional email about an upcoming import game. It hit all his interest buttons: It was

  • a rougelike dungeon-crawler RPG
  • for the Playstation Vita
  • by a developer that's released a number of well-made and critically well-received games for portable systems before
...but as he read on, he became a lot less enthused. Why, well as he read on, he saw that this new game was also labeled as...
"a breast-expanding RPG." Maybe that doesn't mean what I think it means, I thought to myself as I read through the email. But no: It means exactly what it sounds like. Omega Labyrinth features a team of female warriors who go venturing into random dungeons in search of treasure, and as they grow in skill and power, their breasts increase in size, eventually straining against and even tearing through their costumes. In proper roguelike style, the heroines lose their gear when defeated; I can only assume they lose their enhanced cup sizes as well. 
Omega Labyrinth also includes an unspeakably demeaning item appraisal system. As in most roguelikes, the heroines will encounter all sorts of unknown equipment in the course of their adventures, which must be identified before you can safely use them. Other roguelikes offer various mechanisms for accomplishing this: Paying a shopkeeper, using a special scroll or spell, or the classic desperation move of use-identification. Omega Labyrinth, however, allows you to identify items by... rubbing them between your heroines' breasts. So we have Matrix, a talented studio, creating a legitimate roguelike for Vita: All good things. Then, they've drenched it with a thoroughly repellant coating. What a waste. 
Parish doesn't have a problem with the existence of games like this per se-- free market and all that. But he points out Omega Labrynth and games of its ilk are emblematic of a wider problem with the medium:
They're all a symptom of a creative medium trapped in a state of stunted maturity. The fact that video gaming's most visible treatment of sexuality boils down to cartoon games revolving primarily around strategically torn clothing and overly enthusiastic jiggle physics speaks volumes about just how arrested gaming's development has become. If games would mature — if they were allowed to mature — games like Omega Labyrinth would undoubtedly still exist, but they'd be a single facet of how the medium treats sexuality rather than being very nearly the entirety of it. 

Thursday, August 20, 2015

SJW: Social Justice Witcher

Lawrence Richards, writing for gaming site The Leveller, recently took on a special challenge playing through The Witcher 3 (which we've previously discussed here):
I wanted to see if instead I could play a character whose interests were a bit less tedious than being some empty, unquestionable Nietzschean superman. I wanted to test the so-called freedom of what is clearly the most groundbreaking open world game of our generation, to see if I could reject the usual triple-A heroism and play a character who is sensitive, humble, committed to social justice rather than self-aggrandisement. 
I wanted to play a male character who could be an actual ally to the empowerment of his female co-stars, a-la the new Mad Max, rather than just the tough guy who saves them. I wanted to immerse myself in this world committed to freeing its inhabitants from their miserable feudal bondage, rather than just saving the day and making sure that the system can survive. I wanted to play a hero that Gamergate couldn’t wank over.
Giving some of the series' reputation for cringeworthy misogyny, The Witcher 3 may seem like an odd choice for Richards to try to play the character in this way. However, the developers have played up the nuanced choices available, and there are supposedly 32 different ending depending on how you play the game. Many reviews have called The Witcher 3 out as a good example of an expansive sandbox action game. With this in mind, he decided to play the game as an anarcho-feminist. Was he sucessful? Kind of.

There's also a neat little side-diversion on game economics and NPCS:

I tried to keep those ideas of money and exchange and autonomy in mind as I freed numerous entrepreneurs through the world. But ultimately it was all done in good faith, as well as a sense of resignation that there was no way for me to guarantee helping cottage industries was going to help the workers. There were very rarely apprentices, which made each smithy and merchant’s shop a kind of Ayn Rand utopia in which the only visible labour is that of the brilliant entrepreneur, the source of all value and creativity. This, though subtle, was for me one of the blandest features of the game, because it is an accidental trope rather than a philosophical decision.
What do you think? Sound off in the comments!

The Road To Silkpunk

If you're a regular reader of this blog, you've probably heard of steampunk. I've also covered steamfunk. Author Ken Liu talks about his latest novel, and just what Silkpunk means:

Like steampunk, silkpunk is a blend of science fiction and fantasy. But while steampunk takes as its inspiration the chrome-brass-glass technology aesthetic of the Victorian era, silkpunk draws inspiration from classical East Asian antiquity. My novel is filled with technologies like soaring battle kites that lift duelists into the air, bamboo-and-silk airships propelled by giant feathered oars, underwater boats that swim like whales driven by primitive steam engines, and tunnel-digging machines enhanced with herbal lore, as well as fantasy elements like gods who bicker and manipulate, magical books that tell us what is in our hearts, giant water beasts that bring storms and guide sailors safely to shores, and illusionists who manipulate smoke to peer into opponents’ minds. 
The silkpunk technology vocabulary is based on organic materials historically important to East Asia (bamboo, paper, silk) and seafaring cultures of the Pacific (coconut, feathers, coral), and the technology grammar follows biomechanical principles like the inventions in Romance of the Three Kingdoms. The overall aesthetic is one of suppleness and flexibility, expressive of the cultures that inhabit the islands. 
A lot of my ideas about this alternate technology aesthetic were inspired by W. Brian Arthur’s theories about technology, especially the notion of treating engineering as a creative art that solves problems by recombining existing machines into a new machine that achieves a new purpose — in a sense, engineering is very much like poetry.
Liu's novel, The Grace of Kings, was released to critical acclaim. I've started reading it myself, and whole-heartedly recommend it.

True Tales From The Video Game Writers' Bullpen!

from left: Clank, Ratchet. Not pictured: boxing glove.
As the adage goes, "Dying is easy. Comedy is hard" and while that was coined to describe the challenge of comedy on the big screen, it's especially true when writing for the small screen, including video games. As TJ Fixon, a writer on Ratchet and Clank details to Gamasutra:
“I wrote this joke, where Ratchet and Clank are in a ship together and the designers wanted them to fall asleep so they could wake up in a new environment,“ he explained. "So this gas comes out, Ratchet goes, ‘ah cryosleep gas, I’m not gonna fall asleep!’ And of course he falls asleep. And Clank says 'oh it’s good that gas doesn’t work on robots!’ and a boxing glove pops out and knocks him out.” 
“They just started peppering me with, 'Why is this funny? What Is the joke? Where does this fall in the hero’s journey? Is this the save the cat moment?’ I’m wide-eyed and going ‘I thought, I thought it was funny I’m so sorry.’ That’s what I realized, as a game writer, you think you have this freedom, but you don’t. There are so many constraints and so many moving pieces, and from then on out I was hyper-aware that any time you write anything in a script, that changes the game for 20 different departments.” 
What dialogue do the writers interviewed say they dreaded having to write the most? Believe it or not, it was ambient dialogue:
Druckmann, seeing Krawczyk’s putting a finger gun to her head at the mention of ambient dialogue, asked all three to share the most difficult part of their writing process, and for all three, the biggest nightmare was bark dialogue, (ambient dialogue enemies shout to alert players to gameplay clues), and expository directives (characters muttering to themselves something like “I need to go through that door!”)
The entire article is an entertaining and illuminating read, so I encourage you to check it out!

Harry Potter and the Invisible People of Color

Description: From left to right are screenshot of the character of Lavender Brown from the Harry
Potter movie series In the first two pictures, she is played by a black girl. In the 3rd picture, the character
is portrayed by a white girl. A comment sarcastically asks "Did she get a haircut".
The Harry Potter film series has been a worldwide blockbuster, spanning 8 films and a cornucopia of related merchandising tie-ins. The entire series has many allegories for hatred, genocide and racism. Which, as the Every Word Spoken project points out, is really weird considering that there are so few characters of color in the movie series, and the characters of color that are in the movie barely have any speaking lines. They released a video supercut tallying up how much screen and speaking time people of color got across the entire 19 hours & 39 minutes of the films. POC speaking time, in comparison, was just a little over 5 minutes and 40 seconds. Here's the video:



The tally:
  • Total POC talk time: 5 minutes and 40 seconds
  • Total run time of all films: 1,207 minutes
  • That comes out to 0.47% of screen time in which POCs speak throughout the entire series. This is split among 12 characters and 13 actors (Parvati Patil was played by two actors, Sitara Shah & Shefali Chowdhury)
  • Of these 12 characters, 2 were CGI bodies voiced by POC actors (Firenze & Shrunken Head)
  • On average, each POC character speaks for 28.33 seconds. 
The books aren't that much better, sadly. Looking at the 200 most mentioned characters in the series, here’s what you’ll find:

  • Number of POC characters: 9 (4.5%): Cho Chang, Dean Thomas, Angelina Johnson, Parvati Patil, Lee Jordan, Kingsley Shacklebolt, Blaise Zabini, Padma Patil, Hassan Mostafa 
  • Number of POC characters in the top 50: 2 (#44 Cho Chang, #45 Dean Thomas)
  • Number of non-human characters in the top 200: 26 (13%)
  • (4 more characters are described as being part giant or part veela, but are white-appearing.)
As they point out this means that even in the books, there is better representation of centaurs, house-elves, giants, and goblins in this series than there are of human characters of color. Dobby and Kreacher in particular get way more page time and deeper character development than any of the POC characters. And unlike the series you can't fixit by waving a wand, but maybe we can address it better by pointing it out so the next fantasy series has plenty of different kids from all sorts of backgrounds, too.

Tuesday, August 18, 2015

What Designers Really Need To Learn From Metroid

Metroid for the NES and Super Metroid for the Super NES are two of the most influential video games ever made.

The games' non-linear progression, solo exploration and action based gameplay have, along with Konami's Castlevania series, influenced so many action-platformer games that therm term "Metroidvania" was coined in video game reviews to describe the genre. The Internet is chock-a-block with all sorts of indie game plaftformers that display their Metroid influence proudly. But, as Maddy Meyers explain, just because you can count Metroid as an influence doesn't mean your game is automatically as good:

Take Shadow Complex, for example, a “metroidvania” that is obsessively similar to Super Metroid in terms of play-style—except that it’s 2.5D instead of 2D, so the world feels a bit more layered and packed out with compelling new surfaces to scale. That said, for a game that supposedly takes its influence from Metroid, Shadow Complex falls wildly short in terms of aesthetics, narrative and nuance. The plot follows Jason, a bland-as-a-plain-bagel man whose girlfriend gets kidnapped right out of the gate by shadowy soldiers. The game’s artists gave Jason a far more boring existence than Samus Aran’s, overall. Instead of beautifully designed, vibrant, unique armor and towering, glorious alien architecture, Jason gets black-and-gray suits and bland warehouse crates and hallways. (He doesn’t even strip down to a bright red swimsuit at the end of the game, either.)

So what makes Metroid stand out? Why is it so important as a game?
The reason why Metroid and Super Metroid work, at least in part, is because they evoke a fearful feeling of exploring and surviving, as well as a sensation of not-belonging, of being lost, and of rebuilding oneself piece by piece. Samus fights a cyclical, endless war on familiar battlegrounds; she goes on unglamorous, personal quests, often with little institutional support (in contrast to heroes like Master Chief or Marcus Fenix, who spend their campaigns being loudly lauded and supported.) Metroid is dark, and not in a cheesy way—in a mournful, slow, deliberate way. 
The fact that Samus is a woman matters, and it has always mattered, but that’s not the only element missing from contemporary Metroid imitators. The other missing pieces are even sadder: the lack of emotional nuance and depth, the shying away from the grit of loneliness, the dark existential depth of outer space, and the murky waters of motherhood (incidentally, videogames already do dads plenty—but only Metroid and Portal have even come close to tackling “mommy issues”.)
Meyers also goes into a very insightful breakdown of the movies Alien, Aliens, and Terminator 2 and how Metroid is the video game that comes closest to capturing the sci-fi feel of these movies.

Have you played a game that lives up to the Metroid legacy? Is it even possible? Sound off below.

YA Books & The John Green Problem

Fiction for young adults is seemingly booming. YA lit sections in chain bookstores seem to keep increasing in size, the number of eager readers grow yearly, and YA writer John Green's novel The Fault In Our Stars was adapted into a box-office success in a movie adaption of the same name. As the Daily Dot pointed out earlier this year though, he's endemic of a larger genre-wide problem:
On Twitter, Green has 2 million followers. Compared to the rest of the leaders in Young Adult fiction, that number is staggering. To approach even half the Twitter influence of John Green all by himself, you need an entire army of YA women. AndersonBlume,DessenVeronica Roth, Cassandra ClareRichelle MeadMargaret StohlKami Garcia,Rainbow RowellMaureen JohnsonMalinda LoHolly BlackLJ SmithEllen Hopkins,Shannon HaleLauren MyracleLibba BrayMelissa Marr, and Leigh Bardugo: As a group these women only have about 1.2 million followers on Twitter. That’s the voice of one man outweighing several decades of women who have had major successes, critical acclaim, and cultural influence. 
The problem of the cultural influence his books have created is not Green’s fault, but it’s created a frustrating situation for female writers and readers. Book blogger Rhiannon K. Thomas issued a sweeping takedown of the way the NYT bestseller list is stacked against female authors, many of whom write series, which are automatically moved to the “Children’s Series” list, out of the YA category altogether. She also pointed out that when men like Green aren’t writing YA, the media perception of it suddenly changes. Instead of being high literature, it suddenly becomes a shallow, frivolous genre that only silly teenagers and unfulfilled housewives participate in—just like the romance genre sans Sparks.
While John green himself has also done loads of things that are actually harmful to the audience he's writing for-- like reducing the death of Anne Frank to a mere prop, or taking a teenage girl's post discussing how the author's online presence makes her feel uncomfortable to mean he was accused of being a pedophile-- I think it's part of a larger systematic inequality. 

Whether you look at books, comic books, film or television, women are under-represented and outmatched. This is especially troubling because it leads to the FALSE idea that not only are there no women writers, creators or taste-makers, but that half the planet can just be ignored or dismissed and wouldn't want to see themselves represented anyhow.

DIY Steampunk Mouse Project

Description: A computer mouse with a light wood finish &
2 wooden buttons, with a cord trailing out of frame.
I've wanted to do something like this for years, ever since I saw hobbyists do complicated and expensive things like make brass typewriter-style keyboards and oak wood PC case mods.... figure out how to make a working wooden computer mouse. Thanks to this Maker guide, now you too can like your dream of making a wooden-case mouse like some sort of techno-druid, rustic log cabin hacker, or Steampunk enthusiast.

And it's all pretty simple and straightforward-- all you need is a cheapo USB mouse (for the electronics), a small block of wood, two tiny buttons and optionally, 2 wooden dowels. Read on to see how you can end up with a mouse like the above picture.

Monday, August 17, 2015

Why Are MMORPG Players Dying So Suddenly?

The Guardian presents an in-depth article on the curious case of Chen Rong-yu, a League of Legends layer who spent nearly a full day at a Taiwanese internet cafe, playing nearly non-stop before he slumped over at his keyboard, dead of an apparent heart attack. Chen's unfortunate demise seems to be part of a marked uptick in many hardcore players of MMO games quite literally playing a game until they drop. And the causes leading to this alarming increase in player deaths have many different causes and complications all intermingling together. As The Guardian writes in its feature article:
It’s not a crime that can be easily pinned on any one person or thing. There’s Taiwan’s local economy and infrastructure, which promote the extended use of internet cafes. There are the natural conditions of the country’s humid climate. There’s the lack of regulation with regard to how long people can use these cafes and, of course, there are the video games themselves, which promote prolonged engagement through their elegant, compelling design. 
But there is another, more pressing, more interesting question that arches over all of these, one that is, perhaps, more relevant to the billions of people around the world who play video games and don’t wind up dead from doing so: why? 
What is it about this medium that encourages some people to play games to the extremes of their physical wellbeing and beyond? Why do video games inspire such monumental acts of obsession? Is it something within the game’s reality that proves so appealing or is it external circumstances that push certain people to take refuge in a cosy unreality? 
The entire article is a well researched peice, and offers an intriguing, if also perplexing and disturbing look at the darker side of risk-reward centered game design along with MMOs and isolation.

Abandoned Virtual College Campuses In Second Life

Description: In the middle of a virtual beach is docked a cartoonishly
rendered pirate ship, complete with a large skull and crossbones flag.
Close to a decade ago, everyone from web forums to the Wall Street Journal were going gaga over the apparent possibilities available in the virtual MMO sandbox environment Second Life. Amongst the clamor from people interested in joining a virtual gold rush, living out vampire roleplay idea, cybering with a robot or griefing newbies, a number of colleges snapped up ownership of virtual land to set up virtual campuses. Writing for Fusion, Patrick Hogan decided to see if any of these virtual campuses were still standing... and if so, what sort of things he'd find in these abandoned virtual campuses? The findings were equal parts mundane and bizarre (like the pirate ship pictured at left that held a rather plain looking conference lounge). As Hogan writes:

I actually like how most of these islands represent an attempt by education institutions to embrace the weirdness of the web. The current crop of education startups seem bland and antiseptic in comparison to these virtual worlds. I can’t take a Coursera class on a pirate ship, or attend office hours in front of an edX campfire. And honestly, that’s probably a good thing. But it makes the web slightly less interesting.
Interestingly enough, the impending release of the Occulus Rift to the commercial market might breathe some new life into Second Life.

Devil Dinosaur Returns With New Friend, Series

Description: Illustration of a young black girl leaning forward to kiss the
snout of a red dinosaur several times larger than she is, the dino's sharp teeth
prominently visible in frame.
In the late 1970s, legendary comic artist Jack Kirby created a short-lived comic series for Marvel- Moon Boy and Devil Dinosaur. Decades later, Devil Dinosaur returns in a new series: Moon Girl and Devil Dinosaur. While the original series took place in an alternate Earth where Neanderthal-like cave people lived side by side with dinosaurs, Moon Girl & Devil Dinosaur places the titular dino in modern-day New York City, where he befriends Lunelle Lafayette, aka Moon Girl.

So what was the inspiration to revive a decades-old, somewhat obscure Marvel comic book series? Why bring a dinosaur to NYC? As Assistant Editor Emily Shaw explains in an interview with Entertainment Weekly's Andrea Towers, there was something she and the series writer noticed when looking at Marvel's current line-up:

“Mark and I were talking about how whenever people come in with young kids, or even just for Mark’s own kids, we don’t have that many publications that we can give to people that have that broad reach,” Shaw explained to EW. “Generally, we’re skewing a little bit older with a lot of our titles and we wanted to create something that adults and kids could really love, like a Pixar feel. That’s where the tone jumped off for us.”

And the artist Natcha Busto adds that she sees the introduction of Lunelle Lafayette as someone that she wished she could have seen growing up as an artist and comic fan herself:
“For decades now, we have seen more independent publishers taking a gamble on diversification, but always within the underground scene,” she explained. “It’s really important that the mainstream throws up new references like these and it’s an honor to be a part of that change that Marvel is bringing to the comic book creative landscape. A greater number of readers are looking for characters they can identify with, and above all, with the aim that any reader, whatever their background or lifestyle, is capable of transcending their own identities to see themselves in a mirror of entertainment for 20 or 30 minutes without any difference.”
With a talented roster, an interesting concept, and plenty of excitement surrounding the title, this is one comic series I'm definitely going to be keeping an eye out for.

Whoops! My bad, everyone.

Description: A cartoon drawing of a puppy that has pulled a power cord
from a wall socket. The title card reads "Technical difficulties. Please stand by."
Hey everyone. There weren't any posts on the ol' blog-stead last week, and it was due to a mistake on my part. I wrote up a bunch of entries and queued them all to post during the week... I meant for them to post last week. They were set to post THIS week.

But that means a rare treat for you, dear readers. Today will have 3 posts and the rest of the week will have 4 posts a day to catch up.

Wednesday, August 5, 2015

Why "I Don't See An Author's Race" Is BS

DescriptionL A young white man and a young black woman are facing one another, with the white man covering the black woman's eyes and the black woman covering the white man's eyes, preventing them from seeing each other.

Tumblr user theawesomersace (whom you might also know as part of The Awesome Sauce on BookRiot) discovered something interesting recently after two similar tweets were responded to in very different ways. The first tweet simply asked their followers to name their favorite science fiction or fantasy author of color. Later in the afternoon, they asked twitter to name their favorite white science fiction and fantasy authors, and the responses she got this time were altogether different and unexpected:
Some people thought I was being sarcastic. Others said that is was a terrible way to label an author. "I hope I’m never labeled that way"... “I don’t see color," "I just read good books," "I don’t know what color my favorite authors are," "What does an author’s race have to do with anything?...  people either didn’t like me labeling white authors as white or they thought race was unimportant when discussing authors or they didn’t like having to admit that they had a favorite white author.
I remember a bunch of similar responses a few years ago, when during the usual pre-game banter in my gaming group, I mentioned I noticed I hadn't been reading any authors of color without even realizing it, so I went looking for some and found some really great fantasy and sci-fi! Before I could even begin to talk about books themselves, others in my group (all white) had pretty much the same reaction. I see it all too often in discussing race in creative works, and I used to believe it too: "Oh, I just read stuff. I don't notice race. I'm colorblind."

They put forth the idea that this ideal that isn't really ideal is present in society at large which is why it "... so heavily influences our current publishing climate, is the belief that by default an author is white unless otherwise specified [and] why authors of color are shunted off to imprints and shelves marked "Certain Marginalized Group" Literature and why discussions of “quality” and “taste” center around a white, masculine narrative.  This is the key to why representation within publishing is so dismal: there are (white) authors and then there are all of the other special categories. And when we’ve checked a box in one of those other special categories, we’re done.

To be colorblind at this moment means that you aren’t willing to take any of that background into account when choosing something to read... White is not the default. And we all need to work better to make sure that is reflected in the media we consume. "

So, readers, what are your thoughts? What are you doing in your nedia and reading habits to change things, even if just for yourselves?

NK Jemisin On Fantasy Worlds & Status Quo

Cover for the collection "The Inheritance
Trilogy" by N.K. Jemisin
There was a great interview in The Guardian last week with one of my favorite fantasy writers-- N. K. Jemisin. I first heard of her during the whole racefail 09 debacle. But she didn't just rest on her laurels. She's not just been continuing to write novels and novellas, but also working with other POC to confront racism and sexism in the industry head on.

In part of the interview she talks about how so much of epic fantasy and science fiction seems to end up reinforce a lot of industry and genre status quo in particular as well as the status quo for viewpoints and stories told in general. She puts forth the idea that not only is that contrary to the nature of fantasy, it is contrary to who she is as an author, and person, and why she seeks to challenge and change with her writing:
 “As a black woman, I have no particular interest in maintaining the status quo. Why would I? The status quo is harmful, the status quo is significantly racist and sexist and a whole bunch of other things that I think need to change. With epic fantasy there is a tendency for it to be quintessentially conservative, in that its job is to restore what is perceived to be out of whack... I hear all the excuses: things were just like that back then. There really were 90% men in medieval Europe and they were all white and somehow they magically got silk from East Asia and we don’t know how that happened... But that makes no sense to me. I don’t really understand why so many fantasy writers choose to focus on worlds that just seem strangely denuded. But to them I guess it doesn’t seem strange. And I guess that’s their privilege. It isn’t mine.” 
For some concrete examples, of Nemisin's work, the collection pictured aboce, is an amazing series of stories, with action and intrigue, alliances and betrayals set in a far-future fantasy Egypt-like kingdom. It was nominated for, and won a pile of awards, and rightly so!  If you'd like to get a good idea of what her writing style is like for free, you can read her story "Non-Zero Probability" here. It;s available in both text and audio versions.

Monday, August 3, 2015

How (And Why) You Can Help!



I have over 13 years of experience in graphic design and web design & have been a prolific freelance writer on geek culture in general, and video games in particular, since 2006. My writing was published on 1up.com, featured on the front page of Yahoo.com, and in the magazine PC Gamer. I was also a weekly columnist for 411 Mania Games, a Featured Video Games Contributor for Associated Content (now Yahoo! Voices), and co-hosted the Geekly Weekly podcast for a year with James Neives, Staff Editor for the New York Times Photo Desk.
I have also worked as social media consultant to small businesses, and my digital design work spans everything from role-playing game supplements to logo, t-shirt and poster design for professional wrestlers.

I also like to help people! Some other things I do
  • I co-host bi-annual charity fundraisers with The Baron Von Munchausen Society at Wicked Faire & The Steampunk World’s Fair
  • Advocate for strong anti-harassment policies and safe spaces at conventions that I attend
  • Helped organize public relations, media outreach, recorded an audio book & designed the website for a disabled dad’s disability non-profit initiative. It was so successful he's been invited back this year and is teaming up on future .
  • Assisted artists like macncheesecabra set up and sell artwork & t-shirts online
  • Consult with small businesses on SEO optimization
  • Wrote personal essays on being a male survivor of abuse
  • Created business cards for everyone from indie games designers to computer engineers
  • Ghost-written over 200 articles for Textbroker clients
And of course, there's The Code which I use to focus on marginalized voices and advocates more more inclusiveness in media fandoms and sub-cultures.
I want to keep doing this work, and working with & helping people and also be compensated for my time and effort. My ultimate dream is to be able to offer a bi-monthly podcast along with a blog updated every day of the week. I know times are rough for a lot of people, so I’ve set this campaign to pay monthly– no matter how much I do or produce, you’ll only be spending the amount you chose once per month.

Click here to find out how you can become a Patron for as little as a dollar a month.

I have just moved to a new place, and am looking for work while dropping to part-time in college. If you want to help out but don't want the monthly commitment, you can also make a one-time donation of any amount by clicking the donate button in the sidebar. Thanks!

Patreon Thanks For July 2015

Every month I'll be thanking my loyal patrons that give as little as a dollar a month to my Patreon campaign.

Here are those awesome people I'm thanking this month:
  • Cargo, who had nothing to link to, but is a great dude! Thanks, Cargo.
  • Daphny Drucilla Delight David! Her Patreon is here and her blog is on the blogroll!
  • Fluffy! Check out their stuff at beesbuzz.biz!

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