I'm building some ISO/conex/shipping containers for 28mm gaming stuff, and instead of following the several fine tutorials for scratchbuilding your own or using readily available 3d models or just buying one, I'm making these myself.
Here's some stuff what's been making life in the plague regime bearable. Some of it's old, some of it's new.
Insomniacs has been part of my game design thoughts since May 2017. It's come a long way and I've struggled with a lot of existential crises about what this roleplaying game should actually be. It's laid out and I'm in the final art push.
How to green screen for gaming, and why you should, even if you already use Zoom
I've made tremendous progress on Insomniacs' interior in the past few weeks but I also redid the cover. Inspired by Ian Hubert's Blender videos, I tried my hand at making an entire stasis pod with an unwilling occupant. It's not that different from my original cover idea, and the first one has a nice negative … Continue reading Can’t Sleep. Space’ll Eat Me.
Tonight's dice club with the kids was the first time in a long while I felt energized afterward. I think we found "our game" - inspired by Untitled Goose Game, completely normal animals come together for relatively nonthreatening heists.
Here's how I made a two-piece desert highway for a post-apocalyptic car chase game inspired by Thunder Road and JUNK'D.
I'm working on a car chase/combat board game descended from the old Thunder Road game and inspired by JUNK'D. This is where it stands after one actual playtest with coworkers and a lot of solo runs.
I'm going back to Thunder Road's roots and hacking Runehammer Games' JUNK'D. This is HACK'D.
When I was working on my last game, Glow in the Dark, I ran into this late-game slump where I'd foolishly formatted the text in my draft and now had to redo all the graphic design work. I'm proud to say that apparently that was a learning experience, because I've moved the Insomniacs text over from my google doc into Affinity Publisher way earlier than I did for Glow.