Comprehensive list of everything I've made, all in one place.

Want the best cuts instead of all of it? Check my portfolio.
Project descriptions
πŸ’­ Project Thoughts
⭐ Personal favourites
Interactive narratives
Web design, tools, & experiments
Features & Anthologies
Digital art
Prose and fiction
Essays and nonfiction
I think about dynamics a lot.; binksi,
πŸ’­ So here's the thing. I don't know shit or fuck about philosophy.
I just shout at a wall and hope people resonate with it. I don't know what the hell I'm talking about. You ask me to back any of this up? Cite it? Explain what this actually means in the grand scheme of things? Fuck if I know.
Like look at this. Here's a half baked idea I can't fully communicate so I'll wrap it in some ditherpunk visuals with vague religious imagery to make you think I know what I'm talking about. Invoking Adam and God makes me intelligent, doesn't it? Someone well-read. Someone who actually reads theory instead of thinking really hard about how I could be and instead playing Cookie Clicker for another 5 hours.
The point being, I don't think the Demiurge deserves that bad a reputation.
And all the others; bitsy,
πŸ’­ I've needed to do something for her for a while.
This was almost entirely on a whim, but I've had this in the back of my head for a very long time. About 4 hours work from start to completion, I think.
I'm actually thinking, if I get off my ass and give it a go, to do some kind of charity stream donating to an arthritis charity. 24 hour Dynasty Warriors stream, I think.
Make your own justice; Videotome:ADV,
Bring games to their ends; Videotome:ADV,
Question /him/, and get revenge; Videotome:ADV,
Submission: ENGLAND ON FIRE; Super Videotome,
The House Always Wins; Narrat,
Thoughts and feelings, February 2023; bitsy,
πŸ’­ AH! LIFE!
So here's the thing. I'm actually, instead of just writing these up as I release them, doing all of these in a bulk once I got my PC back. I liked the idea of writing up notes at the time I made them rather than retrospectives, so everything else I made during the great PC hiatus will be without extra comment. I really should have done a write-up at the time, but I unfortunately didn't have that foresight.
Submission: The Sun Doesn't Shine Here; binksi,
ALBION BURNS - letterboxd; Super Videotome,
πŸ’­ This is a moment and a half for me.
If you haven't heard me shouting from the rooftops already, I got a job with Supermassive Games. Junior designer; I start in January. A week's round of interviews and checks and I'm moving down south to join the gang around London.
It also decimated any plans I had for December.
Getting this, combined with a busy month at my (former!) job, juggling a possible freelance bit that got shelved by a fulltime contract, and other such bullshit, led to this being the only game I made this month.
I had... three projects I wanted to give a crack at? Decker jam is one I'm still genuinely sad I couldn't do. Absolutely need to give that engine a go. The Quinn and Flynn sequel's been shoved into the backlog twice now. All for next year. Let's hope.
ENGLAND ON FIRE was something that sprung up as an idea from reading the book of the same name. I say read, but the thing is more like a picture book featuring some meditations on each curated art collection. Of which, they all hit me in a very specific way. It's the kind of way that you can't just tell people to go read the book to feel. It's filtered through your own experiences with that esoteric nth dimension. To actually explain it, you need to put your own spin on it.
So, this game is the result of that.
I've got a lot of thoughts on the narrative design and what I did there. Got an essay in the works and hopefully I can verbalise my thought process beyond "yeah this seemed cool". I'm definitely saying that for the visuals, though.
I REALLY wanted to release this on the 21st, winter solstice, but just didn't make it in time. Christmas is a good compromise, right? It's released on the 21st in spirit, to me.
So, there it is. The final game of the year and the final game before I start a game design job. It's the perfect round-off to my work and making the industry break, I feel.
Which begs the question... now what?
The goal is complete. I did what I set out to do. Making these little games was, at its core, a means to an end to get me into the games industry.
Well, making these things is just too fun. Not to mention the amount of ideas I have for other ones. I'm now not driven by a need to constantly push for a better portfolio in case that perfect opportunity falls into my lap, taking most all of my free time, and I can just make things for fun as they come to me.
I have so many hobbies I can get back into. Dear god. Dear fucking christ.
EOF really is the perfect round-off, because I'm now looking to things that are a bit bigger in scope. I'll probably still jam on occasion, should the right one cross my radar (or, let's be honest, another html engine comes out). We're talking things that would take me a few months or so to pull together, so we'll see what comes of that.
I'm also hoping to use what I learn during my new day job. 3D stuff, especially. Going to pick up blender at some point in the future and see what I can do.
I have ideas I want to make! I'm in a job I actually care about! I'm going to work with people my neurodiversities let me connect with! I'm moving to a queer space! I'm going to live somewhere I can listen to my vinyl collection! I have rhythm games and used bookstores on my doorstep!
Life, actually, can be pretty good sometimes.
GDD; 1.2k words, 6 pages
πŸ’­ Ok ONE more for the portfolio and now we're done.
I'm going to be saying that a lot, aren't I?
just a bunch of boring conversations and shooting? - letterboxd; tape window,
πŸ’­ I fucking love this meme. You have no idea how much.
Then the game jam popped up and I was like, shit, now I have to do this. I was so set on it I delayed the sequel I'm doing for Quinn & Flynn.
I quickly realised when I was working on it however that I really didn't want to pull something together to create a long-flowing narrative. I wanted this to be a quick and easy shitpost so I could give tapewindow a try, and I had no interest on turning it into another 10k romp that needed me to research a genre I'm not all that familiar with.
So here. A meta commentary on the whole thing.
November 20th - UNF***KABLE
Team project as writer; Dating chat scripts
πŸ’­ First scripts done for someone else! Wowie!
I don't wanna say too much on this game that I feel is Peter's to say, but these were very fun to make either the densest or meanest people imaginable. I also managed to sneak an occult dude in one of the matches. I hope that one makes it in.
GDD; 0.4k words, 2 pages
πŸ’­ Portfolio done? Yes? Question mark?
This was an idea that kinda just... popped into my head while I was listening to Open Water. Don't know why or how. I was zoning out and suddenly this pickup truck skidding across a giant salt pan materialised itself into my head. After some back and forths on an idea, it seemed decent enough to commit to a sample GDD at least.
Sample dialogue scene of a woman visiting an elderly man in a care home; Dialogue script, 4 pages
πŸ’­ And done. Nice.
Design doc examples are next, methinks.
Sample dialogue scene of a woman visiting an elderly man in a care home; Dialogue script, 8 pages
Sample dialogue scene of a woman visiting an elderly man in a care home; Dialogue script, 5 pages
πŸ’­ Portfolio time. Going to be doing a couple of these dialogue-heavy scripts to get a bit more depth in there beyond nothing but interactive fiction.
I wanted to get a drama one out for a contrast to my comedy stuff. Also, I had this twist brewing in my mind for some time, and needed to inflict it on everyone.
Submission: Quinn & Flynn; Videotome:ADV,
πŸ’­ God damn. I got paid for something.
You see, when I set out to get into games I really didn't think about the end result. That I'd just happily slot into a games position and go about my life and put little experiences into the world. And that, somehow, people wouldn't know the face behind the words.
Like, I'm still reeling from this. I got included in an anthology with Real Actual Indie Game Devsβ„’ and people will look at it and think, oh, he's just another Real Indie Game Devβ„’. People are going to look at my games in the same way that I look at others.
I'm showing up on the radio show.
Dear God, what have I got myself into.
An encounter with Those Damn Kids, 2.1k words
πŸ’­ Hot minute since one of these, isn't it?
Submission: Frozen Solid; Prose, 2k words
πŸ’­ Keeping up a theme, aren't I?
What a lovely project this was to work on. The zine is absolutely gorgeous in its design and I'm ecstatic how my pages came out.
An archeological expedition to the Lost City; binksi,
πŸ’­ Oopy spooky kooky spoopy. Really like how this one came out.
This was entirely based on a tumblr post. If you're on there, you probably know the one. The idea of human society driving bugs to madness was too tantalising to pass up. So, you know, I had to make it funny.
But I didn't want it to be humourous out the gate. That led to me building the whole game around the twist which meant I was, again, giggling like an idiot whenever I referenced something no one would know about until the end. The really fun part about it, since the frame story is so departed from how you perceive what's happening, it makes it next to impossible to see what the twist will be. Really like how that solved itself.
First run with binksi. I just... love ink to an unreasonable level. I don't know what about it makes my brain go wild. I feel like I'm writing everything for ink and then "porting" it over to whatever restrictions the engine it's supposed to be in provides. That might be something to work on.
I did wonder while making this, does the humourous spin at the end ruin the experience? It was played entirely deadpan and serious so does the final reveal make it retroactively unsatisfying?
I then said fuck it and the only way to find out was to make it.
But the more I chipped at it, the more I liked it as a meta narrative. You go in with one perception about the narrative, and by the end, have that entirely flipped on its head. You can't play it through again with that same perception. By knowing the frame, you're effectively ruined in ever looking at it the same way again.
I'd say that's pretty onbrand for cosmic horror.
Really like this one, anyway. Definitely going to be doing more stuff in binksi. It might become my new default for bitsy-likes.
Shout out King Gizzard for being 90% of what I listened to while making this. I'm very certain the setting was entirely because of Crumbling Castle.
An exquisite creature collection; bipsi,
πŸ’­ bippy bippy bippy bipsi
I've been meaning to check out bipsi for a good while. From the little I played around with it before, it clicked much better with my brain than standard bitsy did. Also, bitsy was starting to nag at me with the lack of extensive ways to customise it out of the box. Since bipsi had built-in scripting support, it was quickly becoming a perfect replacement.
The bitsy jam this month was timed perfectly with one discord server I'm in going nuts over the game Exquisite Biome. I played a round, made some creatures, and shoved it into bipsi with this little electronic guide theme.
It worked fantastically and now I'm fully set to use bipsi for other projects. I really enjoyed working with it and its quirks, rather than feeling like I was fighting against it.
October 13th - NDA Project
IF pastiche; Fanzine
πŸ’­ Sneaky sneaky, another one. It's linked to that one further back, if you're curious.
Although I'm now wondering what I should do once the NDA's up and it's public. Go back to these and edit them? Add post-mortem thoughts and replace the old title and comments? Just add another line when the whole thing's released?
Eh. That's for future me to deal with.
A guide to hacking TextureWriter; 2.7k words
πŸ’­ A little follow up to Nose Bleed, going into detail about how I hacked parts of the engine to do some neat effects.
I don't have much interest in doing more stuff for TextureWriter. I did enjoy the engine and what it inspired me to make, but I'm really not having a good time with block-level conditionals anymore. Ink has poisoned me.
So, I wanted to tell everyone how they can muck about with TextureWriter since I haven't seen all that many guides for it as a final send off to it. I might do more stuff with it, but I doubt it.
I've also got an interview to prepare for.
Please, stop embarassing us; TextureWriter,
πŸ’­ One day at work, I had a nose bleed.
That's it. That's literally all it took to get inspired for this.
This was something I made for the Work With Indies interactive fiction group, which also doubles up as a submission to IFComp 2022. We got tasked with making a story in TextureWriter, yet another barebones HTML engine. Now, the thing I liked about TextureWriter was the feeling of motion the choices gave you. You had to drag your options onto different words in order to progress to the next page. So I wanted to play with a story that took advantage of this, and considering that all TextureWriter files are just HTML elements getting swapped around, I could go a bit bonkers with some hacks.
I then realised, on my third tissue of the previously mentioned nose bleed, how this shit gets everywhere. You thought you caught it all and then another stream pops out of nowhere, and lands all over your furniture, or gets all over your hands and you spread it by accident, making everything look like some kind of horror movie.
And then this was born. No comedy this time, at least none I put in explicitly. Subtextually it's probably there; I feel all horror has a comedy angle to it, whether you like it or not.
This project did make me realise I much prefer line-level conditionals rather than block-level. I set out to do that, making some small changes to the text based on if you did this or didn't do that, and it was extremely cumbersome with how flags worked. As the story went on I abandoned it entirely, which turned out to work perfectly with how the story gave you less and less choice as it progressed. Huzzah for accidental narrative design.
I should also note, the reaction I got from my coworkers on getting this nosebleed was the absolute opposite of what happened in the story. I had to run to the bathroom to clean off my shirt after a glob of blood landed right on it. So I'm there, wet shirt on the counter hoping this hair dryer would at least make it wearable without giving me Sopping Wet Disease. Your man walks into the bathroom, while I'm half-naked in a binder, and says: "Coffee disaster?"
"Nah," I answer. "Had a nose bleed."
"Nose bleed?! You all good?"
"Yeah, all good."
They're nice people. Shame this job bores me to the point my teeth ache.
Please look at my art, it sucks; Inky,
πŸ’­ InkJam 2022 was coming up and I wanted to give a spin at it. I had a hybrid essay/bipsi idea in mind, but unfortunately Q&F took up more time than expected so I only had one free day to work on it.
"I can finish this in a few hours after work, on a Monday," he said, like a complete moron.
I did not. I pivoted with 3 hours to spare to some self-reflection instead.
It was a nice vent piece, about how ridiculous my previous thoughts on making art was, and how I was proud of Q&F and actually wanted to show off a piece I'd made, for the first time in my life. It's still a super alien feeling.
I submitted this TO THE SECOND and then there was a extension of 15 minutes, so I don't get my fun screenshot of submitting 3 seconds before the deadline. The important thing I got from this is knowing how much I can write in a short sprint, as well as getting a better grasp on how long something will take to put together.
Catch a criminal; pursue a poet (gay romance/mystery); Videotome:ADV,
πŸ’­ Gay!
I hadn't made anything explicitly queer yet, which is an obvious problem. This one seeked to rectify that.
And, this is actually one thing I'm genuinely proud of. I had a really weird feeling pulling this one together, in that I actually fully liked what I made? I didn't have a voice in the back of my head telling me it was actually shit and that everyone was just being nice to me?
No, even if no-one else liked it, I liked it. I can't speak to how happy I am that I finally feel this way about a piece I've made.
This whole thing got sparked from a post that talked about a thief who did what he did for the homoerotic thrill of being hunted by a man. Throw in a couple lines about police states and here we are.
Structuring the whole game around the twist was a tonne of fun as well. I felt like I could squeeze foreshadowing into every open gap of dialogue, down to what specific words Quinn used and not realising the irony of what he was saying. I felt like a right little shit forcing the player to say or do things that all came together thematically at the end.
Fantastic time all around on this one, and a still alien feeling of actually being proud of it.
Catch a criminal; pursue a poet (gay romance/mystery); Videotome:ADV,
Coming to terms with your own immortality; Narrat,
πŸ’­ My baby,, my little scrunkly,,,,
So, this project is something I made back in 2020. It fucking sucked. It was a terrible terrible touhou ripoff made in unity and the art was horrible and the gameplay was horrible and dear god I really put it on the internet. Why. I still have the old source files tucked into a dark corner of my harddrive and the temptation to nuke the whole thing grows stronger every day.
I, for some reason, however, went absolutely apeshit on the worldbuilding. It still holds up decently, if not a bit awkwardly in places. There's bits I want to redo but a lot I want to keep and play around with, and now I'm back in full creative flow it was rotating in the back of my head. And really, I just love the thing too much. It's like an old blanket.
So, here she is. This is really a test to see if I could get people to care about this in a short amount of time. The mechanics came about from me messing around with narrat and seeing what I could do. Story was the complete focus, if the rushed sketches don't make that obvious. In the end, I like it; I had fun with it. When I wasn't trying to battle narrat and the goddamn indentation. I hate python-likes with a passion.
In terms of making this a full thing, it's going to need more than me. There's more little spinoff pieces I can do solo but turning this into a full game is on standby for now. I've got ideas of boss battle bullet hells timed to music, and there are people who can make that far better than I can, even if I spend years learning how. The problem is actually knowing them. I guess that will come with time.
The title is one of my favourite parts of relaunching this. It means a lot of things, and you'll have to wait for me to make more to know what they are. I will make more. I promise. I've got at least one more parallel thing to run alongside this and then seeing if I can sell someone else into working on it.
Now excuse me, I'm off on holiday to go see Leprous live and never ever shut up again.
August 7th - NDA Project
Dialogue pastiche; Fanzine, 2.1k words
πŸ’­ My first thing done with an NDA! Shock and horror!
Not much to say for now. It's for a fanzine, and I'm very excited for its release.
Shitpost loop; bitsy,
πŸ’­ Thanks to this I now have a file on my server named sex.mp3
A fangame of The Stanley Parable; bitsy,
πŸ’­ God fucking damn do I love TSP.
My name makes it funnier. I mention this literally every time someone talks about TSP.
So my love for TSP, the bitsy game jam theme this month being loops, and realising that I should give a crack at imitating another writing style birthed this project. Immensely fun. Really picking apart the Narrator and how he spoke to make entirely original dialogue for him was even more fun than I thought it would be. He's a wonderful character to write; I highly recommend giving him a spin yourself.
I didn't just want to get the Narrator's language and beats across though, and wanted to make sure the entire game felt like TSP down to the themes and reason for each gameplay decision. Even though it is definitely, certainly, not TSP.
I realised something far too late, however. Going through the right door requires you to go through a large chunk of text multiple times to see three of the endings, which did end up being annoying as hell. By the time I realised this, I was already too deep into the game and the deadline too close to redo those branches. Lesson learnt for the next project.
Item descriptions under a word limit; 20 word max
πŸ’­ Round 2! Another go of that Limit Break task where the challenge was now to make every description serious. Idea being, most games won't mesh well with my default style of deadpan humour, so I need to show I can do something that could slot into most everything. Point taken and delivered.
And because I just had to get it out of my system, I did another round where I did the flipside and made it all comedic. I'm at my best when I'm funny; I had to.
Bad Apple, running entirely in bitsy; bitsy,
πŸ’­ When I saw that bitsy only had two colours, I thought, someone should make bad apple on this.
Then I realised I'm someone.
RTS barks for randomly generated units; 3 second max
πŸ’­ So I had a realisation. RTS games were something that I played constantly as a kid. I still adore them even though I'm absolutely awful at playing them. I can recite the entire opening of the Rise of Nations CtW mode by heart.
And during this entire time, I haven't put a single thing to paper for an RTS game? Am I stupid?
The swords exercise made me want to give this a crack. The restrictions are my own but heavily inspired from the swords, if it wasn't exceedingly obvious.
When I first heard about barks I felt my soul shrivel. It seemed like the hardest thing in the universe and I couldn't imagine how to even begin to approach it without making something terrible that people would hate to hear a million times over. Now I've sunk my teeth into it, barks really aren't so bad. A bit of a mind-bender at first but that just made it more fun. Trying to see how I could inject a personality into only a handful of words was the real enjoyable part of this for me.
Huge revelation on this one. Why would you have some long rambling bark for an action that you do constantly? I don't want to hear my guy's life story everytime I need him to move three feet to the left. I absolutely do want to hear it when he does the big special move with a fifty minute cooldown, however.
Honestly, I would kill for the chance to write for an RTS game. You know, those properly cheesy early 2000s ones. Shitty voice acting and all.
July 18th - Website Redesign
Homepage redesign; HTML/CSS & JS
Full body illustration with video effects for social media banners; Clip Studio Paint, Photoshop (video)
πŸ’­ heheoeheheoehe............ boots
Item descriptions under a word limit; 20 word max
πŸ’­ Another Limit Break task. You'd think this was a quick thing given the amount of words available, but having to really stop and consider word efficiency takes a lot more time than you'd think.
The more and more I write to these super limited restrictions the more I start to enjoy them. Unintuitively, putting on all these limits and boundaries actually seems to let my creativity go more to town. There's surely an upper limit to that somewhere, but we'll see where that is when we find it.
And the other side to that, this whole concept of word efficiency seems to be seeping over to everything else I do. Not even games-related stuff. I'm really considering how impactful a word is on its own and how much fat I can trim off a long rambling sentence. It's wild seeing your perspective shift on how you approach a creative medium.
No repeated descriptors really got me at first. Not being able to use 'iron' on everything immediately broke me out of a pattern I didn't even realise I was about to follow.
Thoughts and feelings, July 2022; bitsy,
πŸ’­ Is this a vent piece? I guess it counts as that, but it's a lot more positive than the horrendous stuff I put in my journal. No-one alive ever is going to read those, I should note.
This was made with residue energy left over from Red Dwarf, which is why a chunk of this is about writing bugs, and since the bug struck me on the commute the other chunk is about thoughts on my current job. Then I went apeshit with the pixel art and had to stop midway through looking up pentagrams on Unsplash before realising the questions this would bring up with my coworkers were not ones I was equipped to answer.
The title is a bit of a lie, because I completed the rest of it at home on a day off. I still had to respond to teams messages so I believe the spirit stays, besides.
Conversations with Barnard's Star, July 7th; bitsy,
πŸ’­ Existentialism!
Space brings me such joy. Which is really funny considering the tone of this game. I think it's practically impossible to do anything on the heat death without going there.
The big theme of this was 'nothing matters, except it does'. Barnad's character progression is based on it, with him going from an aloof and blunt star who knows that everything will die, to slowly coming around to the idea that spending a few minutes with others actually does have merit.
I wanted Barnad's dialogue stilted and choppy, given that he picked up English while being 6 light years away. Bitsy's dialogue box limits really let me lean into it and a few awkward, commas sealed it.
I had 17776 spinning in the back of my mind when I was making this. Not even as a conscious influence, but 'space' and 'I don't have words for what I'm feeling right now' immediately put my mind to it. Given that many reviews noted variations of the latter, I think whatever effect it was having made it in.
Multiple choice open mic performance; ink script (dialogue-only),
πŸ’­ First Ink script. Another Limit Break project where I had to make a branching game entirely made of dialogue, given that a lot of the stuff I'd already done was prose heavy.
I'm no stranger to dialogue and could rattle it off like it was nothing, but almost immediately I was hit with the feature creep of multiple choice dialogue. It can go on forever! Infinite choices! I had a good talk with Freya about word efficiency and the ratio of words written/words read by the player, and it's become priority one on any other ND projects I do.
Ink took me a minute to get my head around, but once I did I adored working in it. This was also great because now I finally have a consistent template for writing branching dialogue that's comprehensible for other people. You wouldn't believe what esoteric messes came before this.
Jun 24th - Tumblr theme
Redesign of my tumblr's desktop theme; HTML/CSS & JS
Yes, these encounters all happened; Twine,
πŸ’­ I'd been wanting to do any sort of piece on the ridiculous shit I've seen in this building for a hot minute. After being buzzed by the response to ducks in the pond I immediately wanted to jump into something else, and this was at the top of my ideas list. Fun thing, quick thing, got a few laughs from friends.
It also properly cemented to me how fast I could get small narrative web games up and running. It only took me a day of work to get this ready in Twine after a few days writing, and half of that was trying to disable fading effects.
quack; bitsy,
πŸ’­ First bitsy game, and man did I immediately fall in love with bitsy. This was a challenge set by my Limit Break mentor Freya, who's been throwing me a bunch of narrative design challenges. She set me with the bitsy engine and a task to make a game under 100 words. Ran through some tutorials and learnt how hacks worked and took to it like a duck to water.
But, the word count restriction really stumped me at first. I was so used to going on and on and on in prose and nonfiction that trying to tell something in such a tiny limit seemed impossible. Then I realised, this was a game. Who says you have to tell the story through just the words? You've got literally every other kind of artform to explore and turn into one complete package. After connecting those dots it felt like dawn breaking.
The amount of comments I got on this one floored me, and I didn't even know how to respond. It's the first thing I've made that had any kind of response outside of my immediate circle.
A tale of indulgence and gluttony in the name of anti-capitalism; 4k words
And the beauty therein; 2.8k words
πŸ’­ The start of this came about on a flight home from Chicago and thinking about all the things that brought me there. It turns out being stuck in a metal tube with the only thing to do being sitting does wonders for the creativity.
I went in on the prose and trying to sound all poetic here. I do enjoy reading back what I wrote, so it's nice to see I can do something besides constant sarcasm and blatant ripoffs of the British comedy greats.
Gas, gas, gas; 1.6k words
πŸ’­ If you ever end up in Bury go to Arcade Club, damnit.
Personality quiz where we discover YOU; Twine,
πŸ’­ First Twine game! That's always the big ND one, isn't it?
Until this point, I'd only done things that were comedic or comedy-adjacent, so I wanted to make something a bit dark. After some drafts 'a bit dark' came back as 'bright as the bottom of the Mariana Trench'. I rolled with it, and landed on full psychological horror. I'd call it a success considering the responses I got. One person said it was "a religious experience" and I still think about it.
Twine was interesting to work in. By interesting I mean harlowe made me feel like I was pulling teeth and sugarcube saved my sanity. There are so many unoptimised and hacky parts to this and I can never look through the codebase again, but that's how the first project in a new engine goes, isn't it?
Art for the Haken single art competition based on the prompt 'Nightingale'; Clip Studio Paint
Novella from the prompt 'an airship crashing'; 10.9k words
πŸ’­ This came out of a realisation of, okay, I'm getting carried away with nonfiction. I need to get some prose under my belt that isn't fanfiction I put on alt accounts. I got a prompt from a generator and went at it.
Metaphor's blatant. Since I went fairly hard on the comedy aspects I feel it's complementary.
I actually ended up a bit sad with the eventual fate of John and Mags, which is a first. Normally I burn through characters like matches.
My childhood was interesting, if not questionable; 9.2k words
An adventure in bookbinding that's not about bookbinding; 3k words
πŸ’­ I'm always a bit nervous talking about occultism. Sure, I put allusions to it all over the place and maybe a reference or two, but explicitly discussing it and concepts makes me feel like someone who actually knows what they're talking about is going to run up and rip me to shreds. The thing an occultist hates more than an occultist better than them is one worse, after all.
Shit. Maybe this is why every occult text reads like that.
Feb 2nd - Website redesign
Homepage redesign; HTML/CSS & JS
And that doctor doesn't get a pass either; 5.9k words
πŸ’­ I really do.
Writing this thing was cathartic. Whenever I relisten to this album and get mad at this guy again, I remember I put this into the world and I'm at peace. I highly recommend writing out rants disguised as media analysis.
Fun story, this got linked in the Toehider discord server completely independent of myself. To this day I still have no idea how they found it.
I'm sure my obsession with this is no longer healthy but we're well past that; 4k words (believe it or not)
πŸ’­ I have so many thoughts and feelings about music. Prog especially. It does things to my brain that I can't describe. Music is the closest thing we have to magic you'd find in stories, honestly.
The best part is that I don't know shit about music. So I'm reduced to non-techincal rants like these.
Looking back, this one's clunky. But then again what do you expect from the first dive in a format? It has some merit and its moments, anyway.
New personal profile picture; Clip Studio Paint
Adam, fresh pandemic graduate, takes a last-resort offer in Hell’s marketing department; Radio script, 54 pages
πŸ’­ Ah, I have such a soft spot for this one. I saw the BBC Open Call opportunity, and went through with it mostly on a whim. I'd casually decided I want to write for a living, eventually, at some point, and did little bits and pieces as a hobby. This was just supposed to be another one.
It was interesting, because I was writing this while absorbing articles about people who despised writing. How to get through writing blocks. How to push through the middle that everyone hates. How to plot when your story makes you want to strangle something. I patiently advanced through page after page waiting for it to hit.
And it just... didn't. I loved this. I wrote and wrote and wrote. I had to force myself to stop rather than force myself to write. When I finished, I just wanted to make more.
"Holy shit," I said, "This is seriously what I want to do."
It's the first proper piece I brought to finish and I went full bore on the only thing I knew how to do at the time. Making people laugh. Ultimately it went nowhere with the BBC opportunity, but I don't care. Completing this opened the floodgates.