Women with Initiative: Elsa Sjunneson-Henry

Hi all! Today’s Women with Initiative feature is with Elsa Sjunneson-Henry, a well-known writer, designer, editor, and creator, as well as a accessibility coordinator and consultant for conventions. She is a huge advocate for disability accommodation, representation, and accessibility in gaming and fiction arenas, and has started doing educational programs like the Writing the Other Master Class, Writing Deaf and Blind Characters coming up September 10th (spots are still open!)
Elsa blogs regularly on Feminist Sonar, talking about everything from feminism on screen to her personal experiences and how they impact her and the world around her. She’s worked on a number of fiction and RPG products including writing Elizabeth Bathory for Dracula Dossier, and her current game DEAD SCARE, a tabletop RPG of zombies and 1950s housewives that Kickstarted last year. I asked Elsa a few questions about her work on DEAD SCARE.

What were the most important things you found you had to focus on while designing DEAD SCARE in terms of inclusivity, accessibility, and staying true to the fictional goals you had for the game?

I wanted to write a game about zombies that wasn’t actually about the zombies. At its core, DEAD SCARE is about communities, and how they react under pressure. In order to do that, I needed to pay attention to how women differentiate themselves from each other, while still making sure that each and every single playbook could be played by a woman of any race, class, ability or age. It was important to me that racism not play a part in the way in which the game read to players.

DEAD SCARE can include some very scary and intense situations. How do you design the game to help GMs and players navigate you, and do you have an example of an experience at the table where you thought your efforts in that regard showed fruitful results?

DEAD SCARE has a section on what I call the tone dial. Essentially, you can play DEAD SCARE any number of ways, from it being a LEAVE IT TO BEAVER episode where zombies just happen to show up and ruin the church bazaar, to a game where everyone engages with the social and political struggles of the 1950s. It’s a game where you opt in to the difficulties, not a game where you force players to engage with them. I like to run Dead Scare as a story about community, but some players want it to be a dungeon crawl through suburbia.

What lessons have you brought from your work on Dead Scare as you move forward with more RPG products, and what projects are on the horizon for you?

DEAD SCARE taught me that I shouldn’t be afraid of mechanics, which is something that I have brought forward to my work on the FATE ACCESSIBILITY TOOLKIT. In the next few months, though, I am focusing on teaching writers and how to write disabled characters. I’ll be teaching a course with Writing the Other on writing D/deaf and Blind Characters. I’m currently working on a book which I’ll be querying to agents hopefully this fall, and many short stories. I’m working to diversify what I write, moving to do more fiction, because I love it.

Thank you so much to Elsa for allowing me to interview her for this month’s feature! Make sure to follow her blog posts at Feminist Sonar and her words on Twitter @snarkbat, and you might still be able to grab a spot in her Writing the Other Master Class on Writing Deaf and Blind Characters by registering here


This post was supported by the community on patreon.com/briecs.

Women with Initiative: J Li

Today’s Women with Initiative feature is with J Li! J is a designer primarily in larp, and her recent work has been really fascinating! Her work on emotional immersion in larp has been a significant focus, specifically looking at formats and design elements that capture the experience of Chinese action/fantasy films and anime where there is intense emotional, situation-reaction content. Many of her games are parlor style larps, and her current projects Mermaid and Keymaster use structure and design to encourage specific behavior and emotional involvement. She also has some really cool work on Pattern Language for Larp Design. I asked J a few questions and her responses are below!

What inspired you to start working on Larp Pattern Language and what uses do you think it will have?
This question is actually more like, what inspired me to stop not working on it? 🙂

I’ve always broken down my games in design patterns. For many years, when people would ask me for design advice, I would rattle off numbers and shapes– make sure this person has that many subplots, arrange your room this way, this thing won’t work unless you add more complexity to balance, etc. I think it just came from writing and running a ton of games (I got started making secrets & powers games at Stanford, and there were a lot of them), just common trends that came up. I could visualize it all in my head.

A few years ago, I realized that most people don’t necessarily visualize things the same way, and also that if I wrote about them it might be useful shortcuts for other people. I knew that Jason Morningstar had a similar design philosophy, so I approached him about giving a panel on it. Once we started planning, it became pretty clear that there’s actually a lot of content there.

Since then, we’ve gotten a lot of requests to expand it to tabletop– which actually makes a lot of sense, because it’s really just about human-to-human live interaction design. If you look at visual design, it’s a very advanced field with a lot of key patterns that people use all the time, like grid layout, color theory, typographic principles, etc. And of course architecture is where it started.

My dream is, as larp becomes rapidly more mainstream, for the patterns that we’re surfacing now to form the groundwork of fundamental design theory for live human narrative/creative/social interaction. Someday, live interaction design 101 can cover topics like group size and player energy management, that would be awesome.

Your collection of parlor larps is stunning! Where do you find ideas for larps and how have you developed the concepts?
Thank you! I’m actually not sure how to answer this question because ideas are not really the scarcity for me, but I’ll give the literal answer:

For me, the fire and fuel behind all larp comes from the human drive to feel significant. The desire to be valued, impactful, great in some sense– not necessarily larger than life, but deeper than life? I’m really sensitive to this feeling. So when I look around me, you can see it latent in the way people behave, the stories we tell, the things we do and don’t mention…

The desire to make high-stakes decisions or pass judgments. The desire to be beautiful or hideous. The desire to let go of responsiblity, to be destroyed, to be in the spotlight, to hide, to give up, to try something ludicrous… I pick one that seems to be scarce lately, and make a game about getting to experience that.

Keymaster is about raw desire to be important and dramatic. Mermaid is about making moments of harsh passion while not having many options. Argentin is about getting to interpret your own identity without having a future.

So more specifically:

1. I have this deep-experience component mentioned above
2. I combine it with a strict structural element to elicit it unnaturally strongly (like “you can’t move” or “you’re going to die”)
3. I add an atmosphere that I would love to write or play in, like the ruins of a historical desert empire (Fires of Emsi) or the nature/civilization tension between a raw ocean, the people who survive beside it, and decadent inlanders (Mermaid).

What are your favorite parts of developing larps and examining their elements?

I love the patterns, and I love the part that’s just directly creating beauty– making the atmosphere happen and wrapping it in a unique way around each character. Giving the character a “taste”. And also setting a balance between that and making the character inhabitable by player interpretation.

Thanks so much to J Li for the interview! I hope you all enjoyed reading this and like checking out J’s work. 

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J Li Contact:

G+
Medium
Work
Website, Caldera Games
Spiritual Games Project


This post was supported by the community on patreon.com/briecs.

Women with Initiative: Kira Magrann

Today’s Women with Initiative feature is with Kira Magrann. I met Kira years ago through Gaming as Women, where we both were bloggers. She is well-known for her involvement in Indie Games on Demand as an organizer, as well as for her own design work, art, and her work to create a more inclusive, diverse gaming community. Her games have a lot of feminist and queer concepts in action, and she also has a knack for creating sexy, intimate games that really engage players. I asked her a few questions about her work, and she provided some great answers!

How did you get your start in gaming, and how does it intertwine with your other hobbies and interests, such as art?

I got started in gaming when I bought my first Vampire the Masquerade book at a hobby shop. I took it home and tried to run it for four of my girlfriends and it was a hilarious disaster. BUT my mom then encouraged me to go to Origins (back when it was in Philly) ’cause she thought it would get me off those darn computer games. It worked! I fell in love with vampire larps and all the ridiculous people I met there, who were also spearheading the goth music and club scene in the late 90s in Philly. So that lead to me going to goth clubs and playing Vampire on the dance floor and, well, now I’m the ridiculous human I am now. So I guess to answer your question, there was a lot of crossover with Vampire larps, goth clubs, and kink culture when I was a teen getting into roleplaying. There definitely still is, but, less in the goth arena since Vampire larps aren’t such a cultural sensation anymore.

I think the place where art intersects with my gaming is that it makes me want to make stuff for games! I’m a maker, so creating and designing games has become a thing I really enjoy. I can’t really be a passive game player, I need to get involved and get everyone else involved too. Designing games is so much more complex than a lot of art making (and metalwork and jewelry ain’t simple, lost wax casting involves so much math I can’t even sometimes!). There are a lot of moving pieces in games, and its interactive. I think that challenge really gets my creative artistic side going. I also really like creating interactive art, which is why I enjoy making jewelry more than gallery work or illustration. The ability to make something that someone will wear and interact with is very personal and embodied in a way that is much more satisfying to me than other mediums.

[Interviewer note: I actually own multiple pieces of jewelry created by Kira, specifically my octopus earrings and necklace that I wear constantly. It’s beautiful, and very meaningful, and it really is something that gives me a special connection.]

Your games all have an underlayer of intimacy, whether between individuals or with oneself. What helps you determine the right mechanic to use, or instructions to give, to encourage players to live out this intimacy in game?

Oh, hey, that’s an interesting observation I hadn’t thought of before! Intimacy in all my games!

For mechanics, I usually think about what I would like to do if I were playing this game I’m writing. What actions would I like to take as a player? Additionally, I think its really really important to edit mechanics to the most important ones, like maybe the top two or three, that people might be using. I want to highlight the things that are most important to the themes and characters in the game and create mechanics that support those. So I guess I think of theme and character first, then think of game mechanics that already exist in the tabletop or larp worlds, and then I try to piece them together until something works!

Specifically designing for intimacy though, I kinda cheat and use my sex ed, kink salesperson, kink community, queer community, and feminist theory expertise! I have a huge interest in how humans relate intimately in different settings, and like, how we communicate these things. For my game Strict Machine, which is a kinky power dynamic game where people play tanks that have to describe their body parts in sexy ways, the mechanic is based off of Dan Savage’s rules to talking dirty: say what you’re going to do, say what you’re doing, say what you just did. So I get a lot of inspiration from things like that in creating intimacy mechanics for my games.

I think the best way to get players to interact with intimate mechanics is to get them over their initial discomfort or awkwardness. That first time might be a little silly or uncomfortable, because culture tells us intimacy and sex are that way, but keep pushing through that bias and see where it gets you. Consensually, of course!

You probably saw this coming, but I would really love to know: What did you use for inspiration for Selfie, and what prompted you to make a game about selfies in the first place?

Hahaha! Yes you love selfies! Geez, I do too.

Selfies are like this giant intersection of: new media, new technology, the female gaze, self care, and art making. So like, in the art world, there’s been selfie exhibits and photographers I know haaaaaaaaaaaate them because they don’t consider them art. And in the social media world, selfies skew very feminine and young in our cultural consciousness, but in reality they’re actually very diverse in gender and race! What I love about selfies is that people have control over their own image, and especially feminine presenting people. Often the camera is controlled by cis men! It’s like the first time I looked at a Frida Kahlo painting, or an Annie Liebovitz photograph, and thought YES THAT THAT’S HOW I SEE LADIES. So it’s powerful to create your own image of yourself, right. It’s like the first time I drew a self portrait and was like, oh wow, I’m kind of uncomfortable with analyzing myself that much, but whoa, that’s how I look, and there’s an intimacy in drawing every curve of my nostril and shadow of my cheekbone and line around my eyes. I actually used to be really shy about being in front of the camera, looking at myself, I had very low self esteem because I had bad acne when I was younger and thought I was ugly. Art and photography kinda helped me with that, and I feel like the Selfie self care phenomenon is really similar to that experience except more mainstream, and that everyone should experience it.

The technology aspect is super cool. Basically, our smartphones make us cyborgs, we carry around this technology that is an extension of our bodies and personalities and relationships. So talking about that in a game, and how we are using this tech to examine ourselves and our emotions, is really, really neat. Some ladies in Spain got together and played the game, and then posted their selfies to their blog, and I feel like that’s the perfect example of how cool our level of global technological interactivity is.

Thank you so much to Kira for allowing me to interview and feature her here on Thoughty! It is awesome to share her work with my readers. Below is Kira’s brief bio and some links to her contact information and work. Thank you for reading!
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Kira Magrann creates jewelry at Anima Metals, organizes Indie Games on Demand, and creates sexy, feminist, queer and cyberpunk games. Some games she’s recently designed are Strict Machine, Mobilize, RESISTOR, and Game of Thrones: Play the Cards. Follow her on G+ or twitter @kiranansi. Also on Tumblr as @kiramagrann.

Selfie is a part of the #Feminism nanogame collection currently featured at Indiecade.

Click here to buy RESISTOR, a cyberwitchy social justice zine.


This post was supported by the community on patreon.com/briecs.

Women with Initiative: Emily Griggs

This month’s Woman with Initiative is Emily Griggs, an artist, writer, and geek creator! Emily was kind enough to let me look over her work and ask her a few questions. One of the things that intrigued me most about Emily’s projects is her geeky cards – She has wall art and cards with geeky and often gaming-related designs and I love that kind of thing. Her various shops have plenty of cool products to check out!

Emily has a cute and fun style that really strikes me. There is a prevalence of artists in gaming and geek circles, and I love many of them! Emily’s art stands out to me because of the color palettes that appeal to me and the stylized looks that I think capture her characters really well.

Her webcomic, Heartless, is a Victorian action/adventure comic, featuring an LGBTQIA+ cast, which is really exciting! Even moreso, her main character, Clara, is asexual. The comic is currently funded through Patreon, and had a successful Kickstarter last year to produce print editions. Also, I love that on her website, there’s a button to take you straight to the beginning of the comic – it’s weirdly rare. I asked her a few questions about her work and current projects, and I’m happy to share her answers below!

What importance do you place on having your main character in Heartless an asexual character?

Clara being ace kinda plays double duty, in that it’s important both for the story and for me as an author. The idea for the Heartless setting predates Clara, but while I had lots of cool ideas for the world and the supporting cast and how my vampires’ “Allure” power would work, I needed a protagonist. She needed to be a young vampire, so the audience could learn about the world through her eyes, but she also needed to be special in some way so I could justify the plot revolving around her actions. I remember vividly walking home one autumn afternoon, thinking about the story, when the solution hit me: she’s immune to the Allure, because she’s asexual! The rest of the story fell into place around that one twist, including the name.

Besides all that, when I started writing Heartless I had several ace friends, but I was resisting the idea that the label might apply to me. I had all sorts of exciting internalized fear and anxiety about it, and came up with every excuse in the book to try and ignore all the obvious signs. Developing Heartless and Clara as its protagonist helped me get over that, and by the time the comic launched I was quite happily identifying as a part of the ace community.

That whole experience was part of why I decided to turn Heartless into a webcomic, rather than seeking traditional publication: I wanted to make the story available to as wide an audience as possible. It makes my day every time a younger reader finds me at a convention and tells me how happy they are to see someone like them as a main character, and I hope I’m helping some of them feel as positive about being asexual as I feel now.


While looking for inspiration – for your cards and comic – where do you go, and how do you decide what “fits” for you?

Strangely enough, my approaches to cards and comics are almost the exact opposite. For Heartless I do piles of research: history books and articles, historical fashion resources, landscape and architecture studies, etc. I’m not married to historical accuracy, but I try and stay relatively true to the setting of the comic, and the Victorian era has plenty of wonderful, awful stuff to draw inspiration from. Figuring out dialogue, background, and costumes usually involves a lot of bouncing back and forth between references, taking what I can from them before filling in the rest with my own style.

For new card designs, I just sit down with a pencil and paper and doodle until something makes me laugh. I’m kind of my own target audience, in that a lot of the designs are things that I’d either love to receive, or to give to specific friends. I try to listen to customer requests and design things that other people will love too, but in the end the Sweet Ingenuity card line is always going to be pretty heavily influenced by my own nerdy obsessions: creepy-cute girly things and a whole lot of tabletop RPG references.


What are you looking forward to in your work and in Heartless over the next few months?

Heartless chapter 4 is almost complete (it should be 29 pages once it’s all done) so I’m starting to gear up to crowdfund the next printed volume. I can’t say I’m exactly looking forward to the Kickstarter campaign (so much paperwork D: ) but I am really excited to see how everyone reacts to the completed volume, and to get to hold it in my hands. There’s also a bit of a twist at the end of the chapter, so I’m holding my breath waiting to see how people will take it.

For my Etsy store, I’m taking the next few months to focus on creating more big illustrations. I’ll keep adding cards as new ideas spring to mind, but expect to see some new posters over the next few months. Most of my large illustrations lately have been commissions, so taking the time to get back to big fully-rendered original pieces has been a lot of fun, and I’m excited to show off the results!

Thanks to Emily for the interview and for sharing her creations with me! I’m excited to share this with everyone, and look forward to next month’s Women with Initiative post as well! 


Emily Griggs (sweetingenuity) Contact:

Portfolio
Shops
Tumblr
Twitter 
Heartless Comic
Heartless Patreon

(Note: While I am mostly focusing on women working in game design, I also want to promote other women doing design work and who are creators in geek arenas, so having Emily as one of the interviewees was just sensible!)


This post was supported by the community on patreon.com/briecs.

Women with Initiative: Kathryn Hymes

Hello all! Today we’re featuring Kathryn Hymes, our Woman with Initiative for April!

Kathryn is one half of the indie design studio, Thorny Games. In the past year, the studio’s silent live action game Sign received an Honorable Mention from the Golden Cobra Challenge. Sign is a game following the journey of deaf children in 1970s Nicaragua. It’s received great reception at multiple events, including Metatopia and Dreamation, and will be featured at the upcoming Living Games conference. It’s always exciting to see designers approaching difficult topics and examining agency and experiences through the lens of gaming.

Kathryn’s current project is Dialect, which in her own words is

“…a game about language and how it dies. It’s a world-building game that follows the story of a community in isolation as seen through their language. We’ve run very successful playtests at Metatopia and Dreamation as well as with many local groups throughout the SF area.  My design partner and I have put a lot of time and heart into this game. Looking forward to Kickstarting in the late summer!”

She is also working on Xenolanguage, which is an introspective game based on one of her favorite sci-fi stories by Ted Chiang. In Xenolanguage, Kathryn explains

“…it’s five minutes in the future and we’ve just made first contact. You are a linguist tasked with deciphering an alien language. As you gain fluency, you begin to see the world differently.”

This in particular made me think of Magicians, a language learning RPG that teaches Korean. Using RPGs to help people learn and understand unfamiliar languages and cultural language coding is fascinating!

I had the opportunity to ask Kathryn some questions about her work and process. Check them out!

Why did you choose language as a focus for your current games?

Oh, man — language is so my jam. I read grammar books for fun as a kid (I was a fun kid). I studied math and language in school. It was a natural muse for game design. Language is a powerful and relatively-uncharted topic in gaming that is fundamental to so much — identity, culture and just being human.

Given it’s a passion, the ideas around it come very naturally. Dialect, a project I’m co-designing with Hakan Seyalioglu, started off as an idea about telling a story through building a language. In the past I’ve struggled with finishing projects just for the sake of it. Feeling compelled to make something because I really care about it gets me through the design slumps.

Language won’t be the focus forever, but for now I’m happy dancing in the space between a game-designer- linguist.

Could you talk a little about Sign and the research you did for the game?


Yes! Sign is a game about being understood. It’s a silent larp for 4-6 players in under 2 hours. It centers on deafness, play, and an emergent language that came from the hands of children. In Sign, players follow a small piece of the true story behind Nicaraguan Sign Language, which started life as an emergent language of deaf school children, and later became the official sign language of an entire country. In the game, players share the frustration and loneliness of not having a language and develop the tools to overcome it. Over the course of the game, they build their own form of communication through structure and freeform play. As a linguist, I’ve been moved by this story for a long time. I hope this game will help it spread!

My design partner and I have taken great care to make the game accessible, respectful, and fun to play. We’ve solicited and incorporated feedback from both the Deaf community and linguists specializing in sign language. This has meaningfully shaped the game. We believe Sign is an experience in empathy: It gives players a brief glimpse at how life changes when barriers to communication are raised, and what that means for people emotionally. The hope is that in addition to being a game, it can see a second life as an educational tool, spreading the word of what is one of the most remarkable linguistic phenomena of modern times.

How do you make games about language more engaging when they include elements like being unable to speak or having different languages without the game seeming forced?

Our brains are hard-wired for language – it’s something that makes us fundamentally human. This help it be naturally engaging. For example, what’s most unique about playing Sign is the arc of understanding. Players’ interactions during the first stages of the game are stilted and full of compromise. They don’t have language: they can’t be understood and it stings. Throughout the game, players define the words they need to communicate during recess and class time, and by the end, it’s incredible how much they can get across. We’ve also seen players hold onto their in-game language long after the game ends and use it with others to recall play. Words are just so sticky.

Thank you so much to Kathryn for answering questions and giving her time for this feature! You can reach Kathryn via the links and social media below if you’re interested in talking more about Sign, Dialect, or Xenolanguage, or whatever else caught your eye during the interview. Thanks for reading, and please remember to check out my Patreon if you’re interested in helping support more blog posts, interviews, and features on Thoughty blog!
Kathryn Hymes Contact
Thorny Games Website
 


This post was supported by the community on patreon.com/briecs.

Women with Initiative: Cheyenne Wall-Grimes


Today I have a profile on Cheyenne Wall-Grimes, a designer from Glittercats Fine Amusements. Cheyenne has designed some really great games, including Fool’s Journey, a storytelling game that uses tarot cards to guide you, and Laser Kittens, which is currently on Kickstarter! Her answers to the questions below tell us a little about her history with Glittercats and her games. 


What led you to start designing games, and how did you found Glittercats?

I got into it totally by accident! When you hang out with other game designers, it’s tough not to riff off of each other. I had been play testing games for a year or so and when you get into that kind of mindset, it’s easy to fall down the rabbit hole of “Hey, does this game exist? No? Then let’s make it happen!”

Glittercats already existed, actually. My partner, Stentor Danielson, had formed the company when he began working on board games. He was really one of my biggest inspirations for getting into game design. He is so good with rules and mechanics. We came up with Laser Kittens and he asked me to join on. I couldn’t say no!

What is Laser Kittens all about and what was your favorite part of development?

Laser Kittens is a GMless storytelling game where you play a group of kittens in a foster home, Knoll St. School for Wayward Kittens. You learn valuable lessons about how to become and great cat and how to control your lasers. The game is terribly silly and full of chaos.

As much fun as it was to be influenced by all the amazing foster kittens we had, play testing is my favorite. It has been really amazing watching friends and strangers alike get into being tiny balls of fluff, making hilarious decisions about how they interact with the world around them.

What do you do outside of game design, and does any of it influence your choices in design?

Currently, I’m a barista by day. I’ve had so many jobs, my biggest being a theatrical stage manager. I’m a crazy extrovert and I absolutely love people. So, making games that bring people face to face and have them create a life and world together is really my bag.

Thanks, Cheyenne, for talking with me today!

You can reach Cheyenne via Twitter @CheyWallGrimes and @playglittercats, as well as on Facebook as PlayGlittercats. The Glittercats Fine Amusements blog has more on Cheyenne’s work with Stentor.

Don’t forget to check out the Laser Kittens Kickstarter – it sounds like a great time!
 


This post was supported by the community on patreon.com/briecs.

Women with Initiative – Wendy Gorman




Hi all!

Welcome to my new feature, Women with Initiative! I am hoping to make this a monthly feature, but we’ll see as time passes whether the interest is there. Today I’ve interviewed Wendy Gorman, creator of Still Life, which won in last year’s Golden Cobra design contest. 

Wendy shares a little about her here:

My games are mostly WIP right now, but I co-wrote one of last year’s Golden Cobra winners, Still Life, and I’m currently working on two games, one called The Things She Carried, which I wrote for the Warbirds anthology contest, which won, and is a game about Japanese American women in the US during WWII, and Shemesh, which is a solarpunk utopia game that I’m working on with Different Play, and that is probably my game that I’m most excited about. I’ve also written a DramaSystem setting called “Game On” about the women’s baseball league in the US during WWII, and I have a million tiny baby game ideas that I’m working on with my favorite codesigner, Heather Silsbee.


Here are some questions I asked Wendy!

You have written some really amazing things. One of the previous cons I attended, many people played Still Life and said it was amazing. How did you find inspiration for such a unique game, and what kind of experiences do you think uninitiated players would have?

It’s funny you should ask about Still Life, because it has really been a huge surprise to me. Still Life is a mystery! My friends and I were play testing Jon Cole’s larp design work shop, Larp Jam, and our prompt was “pebblestone lifestyle.” I desperately did not want to write a Flintstones larp, and we were on the shore of a lake, with rocks surrounding us, so I guess it was easy to run with the rocks/nature theme. As for the uninitiated playing it, I’m sure experiences will differ! It’s a very low-key larp, with lots of sitting and quiet time, so if someone went in expecting to run around hitting people with foam swords, it would probably be a disappointment. That said, I’m told it’s a great game to play when you’re tired, because you really don’t have to move around very much at all!

In your work for The Things She Carried, how have you been gathering information and historical reference for it? What made you choose that particular subject?

For The Things She Carried, I was inspired by an amazing memoir, Farewell to Manzanar, by Jeanne Wakatsuki Houston and James D. Houston, about Jeanne’s experience with being relocated to internment camps in her youth. In particular, there’s a scene in the book where her grandmother is trying to sell some family heirloom plates that the family has had for years, and the buyer is refusing to give her what she considers a fair price, because the market is flooded with similar items from other Japanese American families who are also leaving. The grandmother gets so mad that she smashes the plates, one by one, rather than sell them. It’s a powerful book, and a powerful scene that stuck with me, especially since so many of these families lived in Washington, which is where I grew up. It’s a side of World War II that doesn’t get talked about enough, but it’s all I could think about when I saw there was a contest for WWII games about women. I’ve been reading articles, I reread the first inspirational memoir, and have been looking at photos on historical archives to try and get a better feel for Japanese women in the 40s.

I am so excited about your solarpunk game! I have been delving into it – tell me more about solarpunk, and about Shemesh!

Shemesh is probably the game I’m most excited about! Solarpunk is an emerging genre that focuses on ecofriendly, sustainable living with an art noveau flair. I love the aesthetic, I love the message, and I love the chance to explore positivity and hope. My game focuses on a city, Shemesh, that envisions a new way of living. I was interested in games about utopia, and couldn’t find any that I felt really fit, so I decided to design my own! The game is about exploring a solarpunk utopia in a diverse city, with a focus on aesthetics, which I love, and working through differences without resorting to conflict and anger. The question I’m inviting players to answer with this game is “What does it look like to approach misunderstandings in a utopia?” To top it all off, I have a backdrop of a bunch of funky fantasy peoples, including giant rats with a hive mind, human-sized sentient butterflies, fae, humans, and sentient robots, who all live alongside each other. I’m really, really in love with the setting and the game, and I can’t wait to release it. It’s sort of an amalgamation of a bunch of my favorite things, such as Microscope, the works of China Mieville, and beautiful, brightly colored stained glass. I’ve had a ton of fun writing it, play testing it, and I sincerely hope that others will enjoy it as much as I have!

What do you do outside of gaming, hobbies &etc.?

Outside of gaming, I’m a cat enthusiast, aspiring writer, and earring fanatic. I’m currently living in Spain for a year, teaching English, which I love. I am a big fan of feminist discussion, and trying to figure out how to make myself a more socially conscious human being. I also love to cook, and to bake, although I lack an oven here in Spain, so it’s put a huge damper on my culinary escapades.


Thank you so much to Wendy for sharing with us! You can find Wendy online on Google+!




This post was supported by the community on patreon.com/briecs.