Thank you kindly for the compliments. I’m thrilled to hear that the piece proved helpful for your purposes, especially on such a red letter day. I hope more folks will echo that sentiment of yours, and that the creative industries will dish out more female characters worthy of remembrance and praise.
This was an extremely good read - I’m glad that it got featured as a link on the front page at Kotaku.
Very proud of my International Women’s Day contributory piece on female characterization. Hope y’all get something useful out of it for your creative purposes! 🙂
Today’s selection of articles from Kotaku’s reader-run community: Hail To The Queen: Guide-nines For Superlative Female Characterization • Spacemon: A Pokemon TRPG: Frontier - Chapter 44: Return To Ruin • TAY Retro: Atari 2600 - “Club Atari” [TV Commercial, NA]
Nice! Good luck!
The waiting game. Expecting some folks to get back to me regarding an opportunity I’ll divulge in due time. ;)
Let this Ace preface this article by making the following declaration: I like female characters.
As someone who formerly worked in the (AAA) game industry, I can safely say that such a venture is no place for artistic individualism. I’m eternally grateful that my creative writing niche isn’t just limited to a single medium.
Every few months like clockwork, it happens again: the never-ending debate over Strong Female Characters.
If you’re reading this, let me know what y’all think of my “Spread Your Wings” write-up. Decided to shake things up by adopting a less formulaic approach to structure compared to my other articles. 🙂
Today’s selection of articles from Kotaku’s reader-run community: The Mystery Mushroom: Recreating Donkey Kong In Super Mario Maker • Understanding Edith Finch • Spread Your Wings: Forging A Distinctive Brand And Identity As A Creative Talent • TAY Retro: Atari 2600 - “Freeway” [TV Commercial, NA]
Write what you know. Draw what you see. Compose what you hear.
“Spider-Ham said he lost his Uncle Frankfurter. And then he said, ‘He was electrocuted, and it smelled so good.’”
Thank you for the kind words!
Believe it or not, it only took me three days to pen the whole thing. My other design articles, by comparison, are usually a week in the making, what with all the example-gathering and research I have to do.
To answer your other question, I’ll admit that the Atomic Heart post stemmed from a…
It was a great piece. If I may ask, how long did it take you to write it? Could you share a little about your analysis and writing processes? I’d love to hear how you work.
I wouldn’t be so sure. You have the guy awkwardly levitating above the railing, and the light on the wall looks like there’s water all the way to the ceiling. It’s the details that make you question everything when they don’t add up. The best perception screw there is.
A slithering blob of water gallivanting in the air! :)
I wholeheartedly agree that jump scares are second-rate compared to the creative toying with perception.
Glad to see my Atomic Heart piece on this here roundup. Even Mundfish (the game’s developers) were quite fond of it.
That last GIF weirds me out the most. It’s like I cannot comprehend what I’m seeing. Is this underwater, and that slithering blob is air? Is this air, and that slithering blob is water?
Today’s selection of articles from Kotaku’s reader-run community: A Wicked Manifesto: Why Atomic Heart’s Existence Is Crucial In An Age of Strife • I Can’t Stop Listening To The New Opening For Fire Emblem Heroes • Anime Quick Hits 2 • TAY Retro: Activision - “Activision 1982” [Corporate Promotional Video, NA]