Archive for the ‘Uncategorized’ Category


“Mosaics too are made of broken pieces but they are still works of art and so are you.” -Jasmine


Opinion: Mighty No. 9 Call Design Poll

A letter to 8-4, Ben Judd, and above all Inafune-san, as leaders and professionals,



maid lowse cheerleader

I am so, so disappointed with Comcept, Inafune-san, 8-4, Ben Judd, and the artists for these new designs.

A maid(left)? An accountant(left and far right)? 2 sexy lolitas, demure or energetic? A background cheerleader(far right)? A nerdy type with visibly low self-esteem(upper-right, mid-right)? And finally, a Unicorn(which is kind of cool, but still stereotypical). 7/10 of these are incredibly sexist, terrible role models, and NOT INTERESTING designs! What girl OR guy wants to play as a shy lolita or a maid whose identity is entirely to serve the male character, the only one with actual significance to the plot? If these designs most suited Call’s role, WHY WAS IT DECIDED SHE SHOULD HAVE THAT ROLE? Ben, your counsel initiated the entire Kickstarter. Why did you not pay attention, and speak up? Did you see nothing out of place?

And only ONE of the original designs?

My favorite pink call design, and the green call loved by many young, female fan artists- never even had a chance. Their color was irrelevant. It was their excellent design and captivating personalities that inspired us. If F won against Pink and Green and Purple Call, as determined by the fans, then that would be just. But for them to be completely removed from the race, and for sexist fantasies to stand in their place? This is a horrible reversal of fortunes, and change of character for your team from thoughtfulness to inattentiveness.

I have so lovingly backed, read all the updates, watched every video, commented, shared, and listened to every podcast. Following your success made me happy. I really admired all your choices, and looked up to this as a historic moment, culminating in ACTUAL AGENCY being given to the players- but instead, we’re only being given STRAW choices, and have been denied the chance to choose from most of the designs that we really want to choose from. It’s clear from the other comments that so many feel F is the only real choice available, and that their hands have been tied.

Ben, Mark, I hope you hear me and understand how I feel as someone who cared about the characters you showed me at launch, and as a graphic novel writer who aspires to write women that young boys and girls can look up to. That we and our female friends can identify with. I was asked to contribute to a HEROINE. A girl who can inspire us. Where is she?

If Megaman were a maid, would he have inspired you as a child? Would you have grown up to want to be strong, to be a hero? Ask yourself why you would make the choices you did about Call’s design. Ask yourself if maids and shy, sex object lolis and nerds who aren’t confident about their awesomeness are the way you want your young players to think about women– about themselves — what they want to become. Is this right to them? Is this fair to the backers who have to choose?

These designs? These choices? They were a BAD CALL.

Why Indie Dev Club?

The wonder, passion, and anything-is-possible spirit of childhood.

The experience of being a kid, loving video games, and wanting to make them yourself.


Indie Dev Club is here to capture the spirit in that moment of aspiration and make the purest expression of self and empowerment a possibility.

The ability to make games is the power to create worlds, to gift joy to others, and to express your true self. Those three feelings form the experience of humanness.


True learning is social. You learn best from people who you like and respect, and who like and respect you.

True learning is in service of a goal. You learn best when you are invigorated by your dreams and the realization of your personal values. Learning to do a task becomes heroic when in service to a worthy goal.

True learning is fun. In games and in martial arts, training is more rewarding when you can look at your peer and you both know that you’re doing something really difficult so that you can better yourself and accomplish something really cool in the future. We acknowledge that making games is difficult, but doing something difficult with friends is fun.


Doing something difficult with friends is a quest. That’s why Indie Dev Club is here, to bring us together on a quest for humanness!




Kids aren’t defined to their age. I’m 23, and I am still opening my heart to this experience.


I think the power to create, gift others with joy, and express yourself is the true form of humanness that few adults reach- many are swept off the side of the road into the ditch of meaningless employment- where they do not get to use their power to create, improve the lives of others, or express themselves, but money does come out the other side of the process. This is a subversion of humanity, of society, and finally of economy.

Success in Slide Presentations

Putting together an educational post about slide presentations, tools, approaches, and other content for a potential workshop on the subject.

If you have used any resources for putting together your slides, please share them with me or in the comments so I can add them to the workshop!

Images- has hundreds of symbols discoverable by keyword search that can illustrate your concepts
Background images-

Adventure Mode Time

Hi all,

Now that Minecraft has an Adventure Mode that lets you design your own games within Minecraft, I’ve been itching to make an Adventure Time map with quests for public release.

Here’s what I would change in Minecraft to make the Land of Ooo.

What would you add?

Continue reading

Alternative Funding Models for Video Games: CH.1

Hi all.

Today I found an article called “1,000 True Fans” by way of Tim Ferriss’ newest book The 4-hour Chef.

I was reading through the second half of the article, after Kevin Kelly had gotten through the explanation of his idea and was listing examples of his research, a True Fan model for book publishing online.

This model almost directly matches an idea I had for an indie game studio funding model about a year ago, and have mentioned to a few people in conversation since then.

The gist of it is, you get a studio together, raise some money, and release a stellar first game that is free. Not freemium, not free-to-play(pay-to-win), just free. And soon after the release of that game, once it has garnered some love and initial wows from the internet, release plans for your next game with a slowly filling meter on your front page that represents how much you’ve got to raise to keep the studio open and work on this next game. Your fans don’t pay you for the game they play and love- they pay you in order to birth another fantastic experience into the world for them to experience.

Apparently this is called micro-patronage, and is done by a few creative groups.

Take a look at the article here, on Kevin Kelly’s blog.

Biological vs. Cultural Children: Genetics and Cultural Evolution

Biological vs. Cultural Children: Genetics and Cultural Evolution

Notice: This article is a teaser. Please contribute any thoughts you have on this subject in a comment or a message to me. I will publish my thoughts in the coming weeks.