I'm So Excited To Announce Loish's Digital Art School! I've Been Working On This For A Long Time And

I'm So Excited To Announce Loish's Digital Art School! I've Been Working On This For A Long Time And

I'm so excited to announce Loish's Digital Art School! I've been working on this for a long time and I'm so glad I can finally share it with you all. This is for those of you who are looking for brushes, tutorials, and other super helpful learning content!

Loish's Digital Art School is a collection of resources for digital artists that includes video tutorials, brushes, palettes, challenges, and more. Most importantly, it’s free! I know how important it is to have access to helpful information, especially if you’re self-taught. To get access, just head on over to Loish.School ❤️

More Posts from Irolith and Others

1 month ago

every writing tip article and their mother: dont ever use adverbs ever!

me, shoveling more adverbs onto the page because i do what i want: just you fucking try and stop me

7 months ago

So you want to write a deaf/HoH character

So You Want To Write A Deaf/HoH Character

Photo © Durgesh Kumar, all rights reserved

Admittedly, this isn’t something I’ve done myself. I’ve never written a deaf or hard of hearing character, but I’ve had people ask in a Discord server I’m in “hey, does anyone have any resources on how to write a character that is deaf or hard of hearing?” and I took the chance to find some resources for them – ones that turned out to be pretty valuable, and that I want to share here. 

I love when people include disabilities in their writing, whether visible or invisible. To me, it makes the characters feel more alive and adds another layer of depth to who they are as a person, even though they’re… not real. Adding that aspect to characters gives something for a group of readers to relate to, and can help them feel seen where they might not be seen otherwise. 

It can be difficult to write about a disability that you yourself have never experienced, and with the fact that you haven’t experienced said disability is something that can lead to stigmas and stereotypes that aren’t necessarily accurate, especially if you’ve only viewed what outside media has shown you, or what you’ve observed in public settings. Research is so important for topics like this, especially to find resources from people who do experience it on a daily basis, whether it’s something that has developed over time, or something that they were born with.

Without further ado, the resources I’ve discovered.

https://www.tfrohock.com/blog/2016/9/12/writing-deaf-characters - this blog by T. Frohock is very to the point. She begins by saying she doesn’t normally write “how-to’s”, but this one is an exception, and works to provide her own experiences, open about the fact she uses a cochlear implant to hear those around her – or not hear, if she chooses to “turn you off” in her “about” on her blog. She gives a short overview of types of hearing loss, and communication, and also recommends reaching out to an audiologist to learn more about the types of hearing loss. She also gives two links to .org websites if you’re looking for sources. She’s also written two companion pieces to this initial post. The first one is for hearing authors, and the second is about sensitivity readers. I’ve linked both of these in this section, so check them out as well if you’d like a more in-depth look at T. Frohock’s advice.

https://www.sfwa.org/2021/03/23/how-to-write-deaf-or-hard-of-hearing-characters/ - this post by Melanie Ashford on the sfwa website gives a good guide on how to approach deaf/hoh characters. Melanie herself is a hard of hearing author, so her advice is profound and solid, as she is a primary source on how to approach writing these characters. She makes a point in her introduction to say she’s been using hearing aids for 4 years (at the time of posting the article in 2021) and reminds the reader that everyone experiences hearing loss differently, and has different feelings about auditory assistance devices, such as the cochlear implants and how many people in the Deaf community believe them to be controversial and unwanted. She references the social stigma surrounding the Deaf community, and also reminds the reader that deaf characters should be just as well rounded as hearing ones. Though her article isn’t in depth, it’s a great guideline to follow.

https://www.tumblr.com/concerningwolves/168567651639/writing-deaf-characters-speech-is-speech - tumblr user concerningwolves posted this in 2017, and with more than 19,000 likes and nearly 14,000 reblogs, it’s a valuable resource for those who want to write HoH characters. Though a tad aggressive, concerningwolves makes it a point to be, well, to the point and separates their post into two separate posts. I’ve yet to find the second one, and honestly, digging through 7 years of blog posts to find the second one is a little overwhelming, but even this one post is a goldmine of do’s and don’t’s for this particular community.

https://deafaq.tumblr.com/post/190549529559/comprehensive-guide-to-writing-deaf-characters - deafaq on tumblr has a comprehensive guide to writing deaf/HoH characters. This blog in itself is not meant to be for writing help, but they had gotten enough questions about it to make this post back in 2020. Compared to concerningwolves’s tumblr post, this one has less than 2,000 likes but is still full of good and valuable information for the reader.

1 year ago

I’ve said this before and I’ll say it again but it is absolutely an example of civilizational inadequacy that only deaf people know ASL

“oh we shouldn’t teach children this language, it will only come in handy if they [checks notes] ever have to talk in a situation where it’s noisy or they need to be quiet”

4 months ago

Writing Reference: Parts of a Castle

View of the Godesburg and the Seven Mountains (detail)
Karl Bodmer
c. 1836

Arrow slits - Defenders could fire arrows out, but attackers could not shoot in through these narrow holes.

Banners - Showed the symbol of the lord and his king.

Battlements - Defenders standing here could bombard attackers while staying sheltered.

Blacksmith - Skilled metalworkers provided armor, weapons, and other equipment.

Curtain wall - Thick stone walls kept the castle’s inhabitants safe from attack.

Drawbridge - This wooden bridge could be raised to cut off access to the gate.

Dungeon - Prisoners could be locked away underground, with no hope of escape.

Entranceway - A single narrow entrance meant attackers could only approach one at a time.

Gardens - Grew vegetables to eat in case of siege.

Gatehouse - The castle entrance was heavily defended. It was often built as a narrow tunnel with wood or iron gates at either end. Holes in the ceiling (murder holes) could be used to pour boiling oil or water on attackers in the tunnel.

Gatehouse towers - Towers on either side of the gatehouse allowed defenders to rain arrows, stones, or boiling water on anyone attacking.

Great hall - The feasting room, where the lord would hold banquets for his knights and guests.

Lord’s chambers - The lord and his family had private rooms in the strongest part of the castle, known as the solar.

Moat - Cut into the rock and often filled by diverting a nearby stream, the moat kept attackers away from the walls.

Postern gate - A side door acted as an emergency exit in case the castle was ever conquered.

Towers - Circular towers allowed defenders to fire arrows in any direction.

During peacetime, a castle was home to the lord, his family and servants, and guards known as men-at-arms. Many castles were like little villages inside, with kitchens, blacksmiths, gardens, stables, and a chapel. If they were attacked, the people inside had everything they needed to survive until help came.

Source ⚜ Writing Notes & References More References: Medieval Period ⚜ Worldbuilding ⚜ Plot ⚜ Character

1 year ago

What is an Unreliable Narrator? And How to Write One.

An unreliable narrator is a storytelling technique where the narrator's credibility or truthfulness is questionable. The narrator either intentionally or unintentionally provides a distorted or biased account of the events, characters, or situations in the story. This narrative approach can add complexity, suspense, and intrigue to your writing. Here's how you can create an unreliable narrator:

1. Establish a motive: Determine why the narrator is unreliable. It could be due to personal bias, mental instability, deception, or a hidden agenda. Develop their backstory, motivations, and beliefs to understand why they might present a skewed version of events.

2. Use subjective language: Incorporate language and descriptions that reflect the narrator's personal viewpoint and biases. Their opinions, emotions, and interpretations should color their narration, influencing how readers perceive the story.

3. Include contradictions and inconsistencies: Allow the narrator to make contradictory statements or present conflicting information. This creates doubt and keeps the readers engaged as they try to unravel the truth.

4. Reveal information selectively: The unreliable narrator might withhold or reveal information strategically, manipulating the readers' understanding of the story. This can create suspense and surprise as readers discover hidden truths.

5. Showcase unreliable perceptions: Explore how the narrator's perceptions and interpretations of events differ from reality. They may misinterpret actions, misremember details, or even hallucinate. These discrepancies add depth to the character and raise doubts about their reliability.

6. Use other characters as contrasting sources: Introduce other characters who present alternative perspectives or contradict the narrator's version of events. This contrast allows readers to question the reliability of the narrator and form their own interpretations.

7. Employ narrative techniques: Experiment with techniques like foreshadowing, symbolism, or unreliable memory to emphasize the narrator's unreliability. These devices can help blur the line between truth and fiction, leaving readers intrigued and uncertain.

8. Provide hints and clues: Drop subtle hints or clues throughout the story that suggest the narrator's unreliability. This allows readers to piece together the truth gradually and encourages them to engage actively with the narrative.

1 year ago

The symbolism of flowers

Flowers have a long history of symbolism that you can incorporate into your writing to give subtext.

Symbolism varies between cultures and customs, and these particular examples come from Victorian Era Britain. You'll find examples of this symbolism in many well-known novels of the era!

Amaryllis: Pride

Black-eyed Susan: Justice

Bluebell: Humility

Calla Lily: Beauty

Pink Camellia: Longing

Carnations: Female love

Yellow Carnation: Rejection

Clematis: Mental beauty

Columbine: Foolishness

Cyclamen: Resignation

Daffodil: Unrivalled love

Daisy: Innocence, loyalty

Forget-me-not: True love

Gardenia: Secret love

Geranium: Folly, stupidity

Gladiolus: Integrity, strength

Hibiscus: Delicate beauty

Honeysuckle: Bonds of love

Blue Hyacinth: Constancy

Hydrangea: Frigid, heartless

Iris: Faith, trust, wisdom

White Jasmine: Amiability

Lavender: Distrust

Lilac: Joy of youth

White Lily: Purity

Orange Lily: Hatred

Tiger Lily: Wealth, pride

Lily-of-the-valley: Sweetness, humility

Lotus: Enlightenment, rebirth

Magnolia: Nobility

Marigold: Grief, jealousy

Morning Glory: Affection

Nasturtium: Patriotism, conquest

Pansy: Thoughtfulness

Peony: Bashfulness, shame

Poppy: Consolation

Red Rose: Love

Yellow Rose: Jealously, infidelity

Snapdragon: Deception, grace

Sunflower: Adoration

Sweet Willian: Gallantry

Red Tulip: Passion

Violet: Watchfulness, modesty

Yarrow: Everlasting love

Zinnia: Absent, affection

1 year ago

Scene Building: If you don't have anything interesting to say--don't say it.

                The basics of building a scene is this: it should have a reason to exist. However, “reason to exist” is a bit more specific than 'it exists to fulfill a purpose'. A scene in which two characters go to the store to get eggs for a cake technically fulfills this brief—the scene exists for a reason; the characters need eggs for their cake so they go get some.

                The problem here is that a scene in which two characters go to the store and get eggs and then go back home is… boring, or at least actually unnecessary.

                So really, your scene needs to fulfill a practical function (characters reach or fail their goal) and a secondary function—character dynamics or development is explored, background is revealed, arcs are furthered, friendships are formed or tested or broken, etc.

                If two characters are baking a cake but they need eggs and nothing new or interesting happens at the store, the scene can be skipped in a sentence or two:  

“given the unfortunate lack of eggs present in the fridge, John and Hector took a short trip to the corner store, gathering a carton of eggs for too much money before they headed home. 'Time to get cracking on this cake,' Hector said.”

                However, if there is something new or interesting to say at the shop—the clerk is John’s ex, all the town’s stores mysteriously closed at 2pm, Hector takes the walk alone to tell his friend something he’s been too scared to say—that makes it a scene worth your time.

                So really, the basics of building a scene is: if you don’t have anything interesting to say—don’t say it at all. Or otherwise, a scene should always be doing at least two things, goal and character, character and goal.

                What are some other rules for building scenes you’ve heard of?

1 year ago

[EN] Video Game Writing Resources!

Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.

Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?

Documentation skills are also a massive plus.

Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?

If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.

Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~

Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.

Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE

Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.

If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!

Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.

Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),

Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!

Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?

That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.

9 months ago

How To Get Started Making Visual Novels

Wanna make a visual novel? Or maybe you've seen games like Our Life, Blooming Panic, Doki Doki Literature Club, etc. and wanna make something like that? Good news, here's a very basic beginners guide on how to get started in renpy and what you need to know going in! Before you start, I highly recommend looking at my last post about writing a script for renpy just to make it easier on you!

LONG POST AHEAD

Obviously, our first step is downloading it from their website

How To Get Started Making Visual Novels

thankfully, its right on the home page of their site. Follow basica program installation steps and run the program. I highly recommend pinning it to your task bar to make it easier to access.

From there, you're met with the renpy app, it's a little daunting at first but let's talk about what all these buttons are for.

How To Get Started Making Visual Novels

Projects

This part is simple, it just lists the current projects in the chosen directory. You probably won't have any in there of your own. You should still see Tutorial and The Question!

Both of those default projects are super helpful in their own ways, i highly recommend testing out the tutorial and playing around with it just to get comfortable with some of the basics.

Create New Project

The first step to actually making your game into a game!

You'll be met with a prompt letting you know that the project is being made in English and that you can change it. You can click Continue.

From here, you'll be asked to input a project name! Put in your games title, or even a placeholder title since this Information can be changed later! (this is also the title the folder will be in your file browser, be sure to name it something you won't overlook)

How To Get Started Making Visual Novels

Now we get to choose our resolution!

If you have no idea what to choose, go for 1920x1080! This is the standard size for most computer monitors and laptops, but it will still display with moderately decent quality on 4k monitors too!

You can choose 3840x2160 as well. This is 2x the measurements of the default, with the same ration. These dimensions are considered 4k. Keep in mind, your image files will be bigger and can cause the game to have a larger size to download.

How To Get Started Making Visual Novels

Now we get to choose our color scheme!

Renpy has some simple default options with the 'light mode' colors being the bottom two rows, and the 'dark mode' colors being the toop two rows.

You can pick anything here, but I like to choose something that matches my projects vibes/colors better. Mostly because depending on how in depth you go with the ui, it minimizes the amount of changes I need to make later.

How To Get Started Making Visual Novels

Click continue and give it a minute. Note: If it says "not responding" wait a moment without clicking anything. It can sometimes freeze briefly during the process.

Now we should be back at our home screen, with our new project showing. Let's talk about allll that stuff on the right now.

Open Directory

This just opens that particular folder in your local file explorer!

game - is all the game files, so your folders for images, audio, saves, and your game files like your script, screens, and more.

base - this is the folder that the game folder is inside of. You can also find the errors and log txt files in here.

images - takes you to your main images folder. This is where you wanna put all of your NON gui images, like your sprites, backgrounds, and CGs. You can create folders inside of this and still call them in the script later. EX: a folder for backgrounds , a folder for sprites for character a, a seperate folder for spirtes for character b, etc.

audio - Takes you to the default audio folder. This is empty, but you can put all your music and sound effects here!

gui - brings up the folder containing all of the default renpy gui. It's a good place to start/ reference for sizes if you want to hand draw your UI pieces like your text box!

Edit File

Simple enough, this is just where you can open your code files in whatever text/code editor you have installed.

Script.rpy - where all of your story and characters live. This is the file you'll spend most of your time in at first

Options.rpy - Contains mostly simple information, like project name and version. There aren't a ton of things in here you need to look at. There is also some lines of code that help 'archive' certain files by file type so that they can't be seen by players digging in code however. Fun if you want to hide some images in there for later or if you just dont want someone seeing how messy your files are. We've all been there

Gui.rpy - where all of the easy customization happens. Here you can change font colors, hover colors, fonts, font sizes, and then the alignment and placement of all of your text! Like your dialogue and names, the height of text buttons, etc. It more or less sets the defaults for a lot of these unless you choose to change them later.

Screens.rpy - undeniably my favorite, this is where all of the UI is laid out for the different screens in your game, like the main menu, game menu, quick menu, choice menu, etc. You can add custom screens too if you want, but I always make my own seperate file for these.

Open Project - this just opens all of those files at once in the code editor. Super handy if you make extra files like I do for certain things.

Actions

last but not least, our actions.

Navigate Script - This feature is underrated in my honest opinion, it's super handy for help debugging! In renpy you can comment with # before a line. However, if you do #TODO and type something after it, it saves it as a note! You can view these TODO's here as well as easily navigate to when certain screens are called, where different labels are (super great if your game is long, and more. It saves some scrolling.

Check Script (Lint) - also super duper handy for debugging some basic things. It also tells you your word count! But its handy for letting you know about some errors that might throw up. I like using it to look for sprites I may or may not have mispelled, because they show up in there too.

How To Get Started Making Visual Novels

Change/Update GUI - Nifty, though once you start customizing GUI on your own, it isn't as useful. You can reset the project at any point and regenerate the image files here. This updates all those defaults we talked about earlier.

Delete Persistent - this just helps you delete any persistent data between play throughs on your end. I like to use it when making a lot of changes while testing the game, so that I can reboot the game fresh.

Force Recompile - Full disclosure, as many games as I've made and as long as I've been using Renpy, i have never used this feature. I searched to see what it does and this is the general consesus: Normally renpy tries to be smart about compiling code (creating .rpyc files) and only compiles .rpy files with changes. This is to speed up the process since compiling takes time. Sometimes you can make changes that renpy don't pick up on and therefore won't recompile. In these cases you can run force recompile to force it. Another solution (if you know what file is affected) is to delete that specific. rpyc file.

The rest of your options on this right hand side are how you make executable builds for your game that people can download to extract and play later!

How To Get Started Making Visual Novels

Sorry gang! that was a whole lot of text obviously the last button "Launch Project" launches an uncompiled version of the project for you to play and test as you go! Hang in tight because my next post is about how to utilize github for renpy, so you can collaborate easier!

4 months ago

I hate I when I get an idea for a novel. Like oh no here starts the slow sad slip n’ slide to dissapointment again.

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