utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
check your BREAK

3-4: You had to do it. You keep telling yourself that. You will bide your time. You won’t forget what she made you do. Their faces flash across your mind and you shake with terror and rage.
5-6: You cry in the corner of the vehicle. You can still see their faces. She says something but you can’t understand. You curl up and turn away.
7+: You are totally broken. you don’t remember your name or who you were. it seems like a dream. You follow numbly, absorbing everything she puts into you.

—Porpentine Charity Heartscape, Game Where She Forces You To Kill Everyone On Your Squad


Field Stripping, the collection of bonuses and B-sides for Replaceable Parts, is now available for download!

Cover: The title for this zine came to me midway through making Replaceable Parts, since it's both a fun gag and disassembly-without-tools is a vital part of the story.

Boys 0: Serious Weakness But With Girls is the blueprint for this, a highlight-reel retelling of the novel that plays with the different types of violence shown: Insul poisons the school cafeteria instead of shooting it up, for instance.

Boys 1: Starting off with a direct parallel, and the gag of mirror-flipping the architecture. (Note that I hadn't settled on the bristling-spire motif for the backgrounds yet.) I struggled for what the tooltip should be this time around, but the idea came hand-in-hand with the epigraph.

Boys 2: I like the trick of establishing how something works once and then shortcutting it as necessary. I did it with plenty of gameplay mechanics in the first story, and now I'm doing it with the story itself! I'm happy with how I introduced this method of corpsefucking, and with gradually teasing the new design for Sulfur. (The facial hair was a late addition but I think it does great work tying the design together.)

Boys 3: And here's Copper, with the extra gag of his eyepatch and bandolier being mirror-flipped. I took a while settling on his weapon, but a crossbow felt like a weird skill-tester in a different way than the bolt-action rifle.

Boys 4: Copper's still affectionately teasing Sulfur, but with a bit of a meaner, hornier edge. I'm glad I could establish a brocon dynamic even in this compressed retelling.

Boys 5: Sulfur doth protest too much.

Boys 6: The first line here took a while to come up with; I'm so glad that modern English enabled this gag.

Boys 7: Here we go, finally quoting one of the key source texts for this whole project! Bullet Wife is a short-story addendum to Serious Weakness, looking at what Insul's school-shooter utopia would actually feel like to live through. This is also where I settle on the bristling-spire motif, which I had used earlier in Solipschism.

Boys 8-10: The first big change in the story flow, killing a teammate rather than coming across their corpse. It felt like a good instance of petty masculine cruelty, and having an achievement for it is a fun bit of worldbuilding. Sure, achievements are often used as subtle tutorials, and this is a game where teamkilling can be the correct play, but Carbon's corpse is too far away to eat or loot - though he's also teamkilled Copper at some point in the past. Sometimes cycles of violence are upheld by grim necessity, sometimes it's just for completion's sake.

Also, I like going a bit wild with the designs for short-lived characters, both because I don't need to redraw the details a dozen times and to give them a sense of coming from their own equally-complex storyline.

Boys 11: I wanted this base to feel like a mead-hall awkwardly kitbashed out of blocky assets, and once I settled on that, I had to do the Beowulf homage of the arm hanging from the rafter. The epigraph comes from one of the most harrowing scenes in Serious Weakness, though seeing someone write to the author about how much it meant to them had a big impact on how I think about transgressive art. (The letter can be found here, it's the one starting with "I appreciate the anal sadism in ur work".)

Boys 12-14: Sulfur isn't just a witness in this encounter with the boss, he's made to take part in the initiation/hazing process himself. As in real life, joining a group built on violence tends to require committing some irreversible transgression.

Boys 15:
I like making a morbid joke out of the inability to ever admit weakness.

Boys 16: I thought about drawing a panting, gore-soaked Sulfur, but the absence felt thematically stronger.

Boys 17-19: I had a lot of fun designing the genderswapped Uranium and Polonium, as described in the Behind the Scenes pages.

Boys 20-22: To differentiate this scene from the original, it's a real teamkill and not a disguised assassination, and building on the achievement theme to be paid off later.

Boys 23: I had considered this epigraph for this section in the original story, but it fit better here with the crossbow-bolt wounds (and the pussy joke).

Boys 24: Similar to the mead-hall at the base, I wanted this to feel like an oil rig kitbashed from chunky game assets in a semi-amateurish style. (Also taking inspiration from an oil rig being one of the settings in Game Where She Forces You To Kill Everyone On Your Squad.)

Boys 25-27: For this version of Copper's death, having him be murdered rather than accidentally die felt like a no-brainer, but the context around it took some work. The achievement gag reaches its rule-of-threes moment, but now it's just incidental to a fratricide committed for its own reasons.

Boys 28-30: As before, the payoff for Chekhov's Starting Melee Weapon. This time around, Sulfur even finds the words to say aloud! (I thought about having him spit on the head, to invert the cum spilling out of Copper's head last time, but it just didn't fit.)

Boys 31: Thanks to my friend Mal for suggesting Fictionpress as a deeper, sharper cut than Fanfiction.net. I had fun going for an atmosphere of "huddled close in the Computer Room" rather than "two gamers on a couch"; however, note that the design of The Egg hasn't changed at all. (Also, I didn't doctor that screenshot at all, beyond making it grayscale; there really were 17 results, albeit all false positives.)

Boys 32-35: This suicide-loop sequence was one of my ideas for the ending of the main story, but it felt a bit too drawn-out rather than ending on a strong single note. But here, it fit well with the theme of Sulfur exercising more agency while failing to break out of any of these cycles. It also plays nicely with the question of whether this retelling is fate, coincidence, or a deliberate reenactment. (My official stance on that question is "resounding silence.")

Boys 36-37: I'm very happy with the pile-of-corpses visual, and using the same sound effect for removing a clip as detaching a limb. Using this shorthand for the item-buying process also keeps the pacing of the scene tight (or maybe this Sulfur has mastered the shop's hotkeys.)

Boys 38: I knew there had to be some game mechanic to forbid infinite suicide loops, but I puzzled over how it'd eject you from the spawn room. Removing the floor seemed fittingly both inescapable and goofy.

Boys 39:
 The spires are now inverted! New map, new timeline, or what? (Also, more fun with Procreate's toolbox of glitch effects.)

Boys 40-41:
Now it's Sulfur's turn to be a one-shotted Tutorial Corpse! This was also a fun chance to give the enemy team some more interiority, show them going through their own arc in which our viewpoint characters are the cannon fodder. I tried to give them sufficiently weird designs to match, with their own flavor of mentor-and-mentee.

Boys 42-43: I'm just really proud of that lip-licking panel. And while I considered a whole tableau for the final page, taking the same route as page 16 felt stronger, ending on "aw shit, here we go again" with no distractions.

About the Author: I really do have a magenta phlogiston-symbol tattoo on my sternum, which predates the first stirrings of Replaceable Parts by about half a year. I like the symbolism of an obsolete element in an obsolete system that were both important on the path to modern science, which also looks like some weird gender symbol and evokes the ACT UP triangle (and "flaming" jokes.)

I got my orchiectomy about a month and a half into starting the main story, and started testosterone to counterbalance some hormone troubles while drawing But With Boys. Mutilation-as-liberation, weird biochemistry, and genderfuckery were on my mind a lot throughout 2024.

The price gun is a gag about my retail job, and a plausibly weird weapon for a shooter like this; note that it never says anything about hitting enemies, if you want to turn a surplus of health (or teammates) into cash.

Behind the Scenes: I'm very grateful to everyone who egged me on from day one to make this project worse. And indeed, the change from the armory to the point-buy system was for the sake of having this world be unfair in the sense of "winners stay winning," rather than "you can walk out of the spawn room with napalm at the start of the game."

Strange Gaming Diary:
 Honestly, Pengy does brilliant game writing and you owe it to yourself to check out more than my flippant parody. But anyway, this was a fun opportunity to flesh out some of the metanarrative of the game without burdening the story itself with too much Lore; like Pengy, I think that it can be prone to bogging down art analysis with trivialities. I trust that the comic sufficiently conveys the mood of "edgy abandonware shooter propped up by weird perverts who imprinted on it years ago," and this essay just embellishes that for devoted readers.

Ultimately, this is me speaking to camera that you can only make good art based on tacky juvenile bullshit if you take its appeal seriously and are willing to put your stamp on it. Regardless of how in-on-the-joke the original devs were, the author is dead and we're fucking their corpse in every hole.

Fashion Week: I had this idea kicking around since the start of the zine, but it took several months after finishing the Strange Gaming Diary to actually execute it. This was partially due to being busy with other projects and Life Stuff, but I just didn't have a very compelling angle on it until I started caring more about my own outfits (and, secondarily, got back into playing TF2). I approach fashion like character design, assembling specific builds of color, silhouette, and tone depending on context - and I've tried to skew more towards dressing like I'm going to a furry convention.

These designs converged when I thought about dressing them in diegetic cosmetic items with goofy names, each outfit conveying a specific tone: the Sulfurs as bewildered noobs, the Uraniums as different types of jock, Phosphorus with a Cold War tfit to contrast Polonium's spec-ops style (and the tie works as a reference to strangulation.) I enjoyed making the Antimonies sexy in very different ways, and I just like golf clubs as a symbol of genteel phallic violence.

Terrible Comic Week: I really enjoyed this holiday created by Pseudonym Jones, and sketched this during a slow period at work. I wonder if Abridged Series are due for a nostalgic comeback soon.

Rotten to the Core: This is a reference to Locals (Girls like us) by Underscores, the song that showed me that I quite like puckish gen-Z girlpop if it's transgender. Wallsocket, the whole album it's from, is a masterful concept album about a hollowed-out Midwest town, which I highly recommend in full.

Back Cover:
 The Wizard War meme lives in my head rent-free and I'm glad I could adapt it here.
 

Shit man, this wizard war is fucked. I just saw a guy clap his hands together and say "the ten hells" or some similar shit, and every one around him turned inside out, had their tibia explode and then disappeared. The camera didn't even go onto him, that's how common shit like this is. My ass is casting frostbite and level 2 poison. I think I just heard "power word:scrunch" two groups over. I gotta get the fuck outta here.
@devious-buffoon

...And that's Field Stripping! I'm glad I could finally get it over the finish line, and while I may play around in this setting some more in the future, I'm thrilled that the central body of work is now complete. But I've got more projects brewing, don't worry......
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
(With apologies to Princess Pengy.)



 
 
I know this is an odd case, since replaceable parts was a hyped-up mainstream game once upon a time. but while the franchise has sputtered out, unable to chart culture-war riptides, the original game has been Ship of Theseus’d into something worthy of this blog.
 
if you haven’t had the pleasure, replaceable parts is a team shooter in which naked trans avatars eat and fuck each others’ corpses to heal and level up. if this sounds like edgy controversy-bait, it’s not not that, but for a game from 200X it handles this all surprisingly well. the characters are nude in the same way that ancient statues are nude; their chalk-white skin with neon hair and guts evokes both the austerity of pop-culture antiquity and the tacky-ass truth. it's mechanically relevant, too - you have no storage space by default and must scrounge for every belt and bandolier.
 
the cannibalism and necrophilia get the same consideration. There are always tense tradeoffs - how long can I immobilize myself? can I afford the refractory cooldown? how much should I press my luck in the thrusting minigame? when's the right time to teamkill?

it all comes together into a taut gameplay loop (once you've adjusted to the era's design sensibilities) where deaths come quickly and often (just like you) but rarely feel unfair. explore the terrain, get a different gun, learn the timing windows, and you'll quite literally nab 'em with their pants down. fun, for sure, but once you adjust to the aesthetic it's not that far off from the rest of its genre.

now we fast-forward twenty years. the Dudes Rock expansion is a hit. Replaceable Parts: Sloppy Seconds has twice the rendering power and half the ideas. Ménage à Trois is an improvement, but faces both hand-wringing respectability politics and naked bigotry. the IP becomes radioactive in the public eye. the studio gets bought out, downsized, and unceremoniously dissolved.

but throughout all this, the playerbase of the first game grows up. they have some important personal realizations. they learn game design and computer science. they grow tired of modern trends in gaming and queer discourse. they dust off a game that gave them funny feelings once upon a time.

I missed the boat on the game's first heyday, and went into this not knowing much about the modding scene beyond "it exists and gets weird.” my first few minutes were unassuming enough; beyond some modern loading-screen quotes and quality-of-life tweaks, it felt pretty faithful to its 2000s origins.

then I got recruited as a guard for a local warlord. then I had to help cook the warlord’s books to dodge onerous tribute payments to her patron. then we invited a rival warlord for a feast and killed her at the dessert course. I hadn't fired more than a dozen shots in an hour.

see, through a combination of mods and byzantine social norms, the remaining servers are more akin to mmo roleplay groups or baffling gmod games than arena-shooter matches. the game I joined was technically capture-the-flag, but I think it was rigged to be unwinnable - from what I gathered, the game only "ends" once a month or so as a sort of debt jubilee.

the server I joined took care to welcome me as a newbie, and we shared plenty of online-queer-nerd reference points, but it was still clear that there were twenty years of inside jokes and drama and patch notes that I just wasn't there for. the player counts seem stable, though, so the community must be either good at onboarding or remarkably devoted.

but even if I'm an outsider and unlikely to change that, I'm happy just knowing that the fandom exists. how malleable should a game's rules be? how much can social norms enable or restrain our worst impulses? what are the limits of cultural reclamation? I don't know, but I'm glad we pulled these questions from the corpse of such a rancid little game.
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)

Continued from here! Follow along in the comic here.

act iii - act iii (2):
 The metatextual loading screens and game interfaces have become fairly normalized by now, so I felt the time was right to have them jarringly stand out again. The error message was taken from this article, where it was used as an example of how not to write error messages. (I don’t know much about compsci, but I'm glad it seems to be appropriately severe.)

The “report abuse” button on the menu is there in the sense that even hardcore kink scenes have boundaries and expectations, and there are unsexy types of hacking and griefing, but it is also kind of a joke.

The Jenny Holzer quote was originally going to be SOMEONE WANTS TO CUT A HOLE IN YOU AND FUCK YOU THROUGH IT, BUDDY, but I'm glad I found one a bit more obscure and better-suited.

3.1: One of the key inspirations for this chapter was how in games like Portal and The Stanley Parable, the mysterious out-of-bounds areas are still carefully-crafted parts of the intended experience, but in stories based on games like Foreach, the metaphysics can get much more slippery: diegetic logic, game logic, and storytelling logic all collide in a tangled snarl.

3.2: I knew going in that either Sulfur or Copper would die by the end, and it felt more fitting for Sulfur’s mentor to die and leave her to face the finale alone. That death is first teased here, with the green-stained antennae that blend in with the glitchy panel frame.

3.3: I had planned for a while that the finale would bring the skybox structures to the forefront, but the surrounding landscape changed from desert to sea as I was sketching these pages. It felt more desolate and unforgiving this way, and more of a sharp break from the landscapes up to now.

3.4: I realize this is kind of an insane thing to draw and then never bring back again, but I needed a sufficiently dramatic fakeout when the story was still being coy about Copper’s death. Besides, only appearing once meant I could go wild with detail. Maybe this was the intended questline if Copper had survived, maybe Sulfur could have still theoretically reached it - who knows, the game itself is cracked open by now.

3.5 - 3.6: No war story feels complete to me without a sharp understanding that people live and die for very stupid reasons.

3.7: Believe it or not, I had no plans for this scene when I first introduced the spear, but I’m glad it finally paid off.

3.8 - 3.10: I wanted each chapter’s foremost eating scene to have its own context: learning the game rules, a social power play, and now a private act of grief. This was inspired by my love of subculturally-specific grieving rituals (which I wanted to use as a page title somewhere but couldn’t fit anywhere).

3.11 - 3.12: Following a bizarre, disgusting expression of grief with a painfully universal one, and also reprising the chat interface bit; I came up with this usage of it first, and wanted to introduce it in a much sillier way.

3.13: Reprising the blood-graffiti as well, with more Longinus imagery.

3.14: Maybe this was built into the game, maybe it's being improvised when the critical path is broken beyond repair. I like the velvety-black texture I found for this, darker than anything in the comic up to now and with a softer texture that fits the next part's gentle surrealism.

3.15: Some good ol' Cartooning, establishing the look and feel of this new realm with a weapon-destroying field a la Portal or the ending of Half-Life 2. That final sequence was one of the inspirations for this scene, with the tour through the Citadel and very different gameplay.

3.16 - 3.19: This area's look and feel was decided very close to making it. I had considered riffing on smeary AI-art artifacts, a factory for avatars and weapons, a general psychedelic landscape, but I'm happy with what I settled on. It's peaceful but strange enough that you can never fully settle in, you just wait for the other shoe to drop.

3.20 - 3.22: I love a good inexplicable doorframe, and couldn’t resist another Source Engine gag with the missing-texture checkerboard. This is where the Foreach influence is especially clear, but with just one game looping back on itself.

3.23 - 3.24: Since all the way back in You Can’t Make An Omelette…, I’ve used “messy hair and sweatshirt” as visual shorthand for a repressed queer kid. It served me well for this scene, the bluntest expression of the 2000s and 2020s sharing a close bond. Even before we see the date on the magazine, I liked coding this as the 2000s with the CRT-shaped screen and the compositional homage to gamers-on-a-couch webcomics.

3.25: I have no interest in laying out firm metafictional lore about Replaceable-Parts-The-Game, and this was meant primarily as a “hey, what the fuck?” moment. But still, I wanted to imply that the original game is now superseded if not abandonware, kept alive by a modding scene full of queer perverts who imprinted on it at a crucial time in their lives. As for the other games, my idea was that Hominidae is a Spore-style overambitious mess about the history of civilization, Bodies in the Tiber is a detective RPG set in the most gruesome parts of Renaissance Rome, and Battle-Damage Purgatory Hellworld Princess is a frenetic indie brawler. (It's also a reference to DAMAGE SUPPRESSOR by Black Dresses; we are now fully outside of time, bridging the 2000s and 2020s on one magazine cover.) Any Foreach-style loop among these games is left as an exercise for the reader.

3.26: The ad, sourced from here, is from one of the most memorably weird ad campaigns of my childhood. I liked it here as a deep-cut bit of nostalgia, as well as sincerely asking, "well, are you real or not? is your body fundamentally a weapon?"

3.27: I never planned on revealing what the game interface actually looks like from the outside, both because that ruins the ambiguous mystique and to emphasize that we don’t know who they’re playing as. Sulfur’s also opening up a bit more; it’s unclear (for now) if she’s still confined to stock phrases, but she’s more vocal and proactive.

3.28: A reference to the seminal furry porn comic Cross Platform.

3.29: This is the first time I’ve used that mouth shape in this comic in a context other than cannibalism.

3.30: This isn’t an intentional riff on the cover of The Fault In Our Stars, but the parallel didn’t escape me.

3.31 - 3.35: I like differentiating each environment in the comic by texture: the main world's cloudy skybox, the sea's harsh glitchy white, the underworld's velvety black, and now the dream's childish scrawling.

3.36 - 3.37: This sequence owes a lot to this page of Foreach.

3.38: In the opening, these machines were coded as a womb and vagina, now intestines and an anus. We end the story with shitting and vomiting, the two opposites of eating.

3.39: The vomit was a late addition as I finalized how this scene would go. I like the parallels of both Sulfur and the world having digestive systems acting incorrectly, and the implications of her having alarmingly-detailed internal anatomy.

3.40: When I was getting over pharyngitis in March, at one point I coughed up phlegm for long enough that it felt like reciting every grudge in an ancient, hateful blood feud. That's the feeling I drew on for panel 2. I also like how the vomit is vivid enough to briefly distract from the pink hair, until it fully sinks in with the third panel.

3.41 - 3.46: I knew for a while I wanted to end on that panel, with the game being both broken and willfully fucking with her. The bite was a later addition, a holdover from a brief plan where she'd buy a cheap weapon and kill herself over and over until the room was stacked with corpses. I rejected that as too drawn-out and tonally silly, but I'm glad I still had this as the final act of consumption: the food chain has tightened to one person, where eating is self-harm rather than sustenance.

Back Cover - Ad Insert: And now we snap back from heady shit to the outermost layer of the story. I love writing in this style, especially with the question of whether the marketing team is in on the joke or not.

CLOSING THOUGHTS:

I wanted to make something that resists tidy summaries of what it's "about" - or, like, you can give one that's only accurate in the sense of blind men evaluating an elephant.

The neurodivergence lens: it's about having to hastily figure out which atrocities are rewarded by the laws and customs of a baffling culture.

The feminist lens: it's about queers getting rewarded for brutalizing each other over pointless bullshit, and the system will not be denied even if you run to the ends of the earth. (And it doesn't even care which side you're on as long as you keep hurting people.)

The queer-adolescence lens: it's about how juvenile filth can inspire great art and personal growth if you take its appeal seriously.

The artist's-oeuvre lens: it's about combining the austere-megastructure sci-fi of Palatial and Solipschism with the gross queer slapstick of Isidore.

The art-history lens: it's about 2000s edgy gamer culture through the lens of artists who grew up with it and have mixed feelings. Going by the loading screens, it's about modern queer artists as the successors of 80s conceptual art.

I'm honored that this story has resonated with so many people, and I'd love to hear about what lenses you all brought to it. Let me know in the comments!
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
Continuing on from the previous notes! You can follow along in the comic here.

act ii: O Superman is one of my favorite songs for when I'm feeling sad and autistic and vaguely horny about it. These closing lines made me think "these'd be a great epigraph for some kinda milSF momcon story" and then "...wait, I'm writing a milSF momcon story."

2.1: I had a lot of fun designing the fortress lobby, and I knew for a while that it’d have limbs stored in the kitchen like dried meats, possibly implying some sort of cooking minigame. The limbs also tease blood colors other than pink and green.

2.2: And the followup, showing both male avatars and the boss’s stranglehold. “A harem of chained, hobbled players from all teams” was in the design notes for a long time.

2.3: The design of Antimony (the boss) came together pretty quickly (though she’s wearing cargo pants in the concept art, but we never see her lower body). I knew I wanted opaque eyewear for that sense of unreadable menace, and the X scar could be from an injury in the field or a failed attempt to depose her. Though we never get a direct view of her shoulder emblem, I’m glad I could show it clearly on her captive.

2.4: Originally Antimony was going to snap her fingers in panel 4, but that was too much of a pain to clearly draw, which also created a chance to show her expanded vocabulary relative to what we’ve seen so far. (Also, I thought about making the waiter here be a green-team reincarnation of Lodestone, who glares at Sulfur on her way out, but I decided against it because it messed up the pacing, Lodestone didn't really have a striking visual identity, and it'd give away the ending. The page title would've been "Dead Bitches Recognize", but there are several other Black Dresses references here already.)

2.5: The introduction of [locked] speech bubbles, raising the question of whether the captive is trying to say things she hasn’t bought yet, or if Antimony has somehow kneecapped her vocabulary. Either way, it’s a fun contrast with Antimony’s French and Italian.

2.6 - 2.7: And to think at one point I was just going to have Antimony threaten her with a pistol. (My concept gave her a Luger, but that felt too Nazi-coded and I realized that the coerced cannibalism was more interesting and hotter anyway.) 

2.8: I consider “she’s delicious” before settling on “you’re delicious,” because we’ve seen intra-team cannibalism but not yet autocannibalism. It just seemed more erotically violating, too. Zooming out to Sulfur at the end after such a tight focus on these two reminds us that this was all staged to impress the boss’s power on her.

2.9: I just really like drawing leaky cartoon dicks.

2.10 - 2.11: Reprising the dotted-line motif, introducing some new notation. Antimony’s correction gives away that she already knew all this, and tortured her captive purely as theater. But did she give wrong information by accident, as sabotage, or in an attempt to save their lives?

2.12: I’m happy with the bloodstain shot as a vivid example of how Antimony has members of all four teams in hand. Also, this skirmish was briefly planned to be part of a capture-the-flag game, for the dark humor of killing each other for such a juvenile goal, but that would’ve added an extra angle to the action scene I didn’t want to juggle, and killing each other for no reason at all felt dark enough as-is.

2.13: I liked using the ally and enemy symbols for the monstrous boss and her helpless captive, it's a little on the nose but I think it works.

2.14: Introducing some blood-graffiti, which doesn't seem to be bound by the chat interface's vocabulary; if you want free expression, somebody's gotta bleed. Also, the green base seems to do a brisk business in mulching its own girls.

2.15 - 2.17: Here we see Copper's skill and efficiency in shootouts, and Sulfur abandoning resource management when her only friend is hurt. I love using action scenes for characterization and worldbuilding, and hope to do more with this in the future.

2.18 - 2.20: I wanted these guys to feel like they're dropping in from their own storyline that's very much within this same world but goofier in tone, closer to the TF2 comics. Uranium here started from a design pitch of "transmasc Duke Nukem", and is introduced with that staple of classic arena shooters, the rocket jump.

2.21: This is a riff on "twerp" being a staple of tongue-in-cheek incest erotica. I wanted to introduce this chat interface in a funny context - stumbling over honorifics in a sibcon polycule - before bringing it back for a gut-punch in act 3.

2.22: We see Polonium for all of one panel before he whips out the Shinzo Abe Gun. I had fun designing him as a foil to Uranium's boisterous himbo energy - someone sneaky and covert, who's already lost a forearm but insists on pressing onward. (Also reflected in how their elements have been used to kill: huge explosions and armor-piercing rounds vs. stealthy assassinations.) The sound effect gag here was inspired by Dungeon Meshi, which uses this Japanese/romanization/translation style consistently rather than as a one-off gag. I figured that the Contraption deserved a unique sound effect in Japanese and this fit perfectly, giving this betrayal a darkly comic Meet the Spy-type feeling.

2.23: I'm so glad I could fit in Uranium masturbating as he bleeds to death. I think this disguise mechanic is genuinely neat from a gameplay perspective, too: you can blend in perfectly as long as you never bleed or show body hair, and you might get accidentally teamkilled by somebody who didn't get the memo.

2.24: At long last, somebody replaces a part. I also had fun fleshing out the relationship between the mens' and womens' teams: they mostly fight their own kind, and while they can be hired on as mercenaries they don't interfere with each others' battles too much outside of that.

2.25: The action scenes in this comic are generally short and decisive, both because I don't have much experience with bigger fight scenes and because I wanted this world to feel lonely and underpopulated. Its playerbase is small, tight-knit, and knows how to end encounters fast. So, I wanted to pull out all the stops for a page of a big raid, even if it's just being fled from. (I'm also glad I could make good on my promises to include a portal gun and an FN-P90.)

2.26 - 2.28: Now we're entering borderline-creepypasta territory, the meat wall at the end of the world. I like the combination of squishy, candy-gore characters and viscerally biological infrastructure. Just like entering the fortress, I like how this is a clean break between acts that would also plausibly need a loading screen. But is this an intentionally-built place they're entering, some hasty improvisation, or a secret third thing?

Continued and concluded here!
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
Replaceable Parts is finally done! Now that I've given people time to mull it over themselves, here are some additional design notes:

Cover:
The composition is loosely based on the cover of the first Halo, and the aim of the overall tone was "something that'd give me confusing thoughts if I saw it at GameStop at the right age." I'm very happy with the bloodstain-bra.

act i: This was originally a normal epigraph page, but I had the idea to make it a loading screen when I split the comic into acts. I'm glad I did, to quickly set up the layers of the characters' world, the game-qua-game, and the story itself. The quote is from the first chapter of Cunt Toward Enemy, a delightful story of bomb-defusal yaoi.

1.1 - 1.4: My original notes called for some sort of biomatter printer, like the Westworld intro, but I pared it back since I didn't want the sequence to drag on too long or overexplain how these bodies are made. I'm happy with the gooey, biomechanical process that culminates in the reveal of inhuman hair and skin tones.

1.5: The first of several first-person shots with glitch effects, which are another fun way to convey confusion or overstimulation for robots.

1.6: Making a mockery of consent was another fun way to establish this world's tone. The currency symbol is aqua regia, which I like as an anti-gold.

1.7 - 1.8: The original notes described this room as a well-stocked armory, but I changed it to this point-buy system to make the game unfair in the sense of "winners stay winning" and not "you can walk out of the spawn room with napalm on your first run." (also I just didn't wanna draw all that right off the bat.)

1.9 - 1.10: I’m fascinated by the way that game maps do or don’t disguise their own nature - it’s eerie when a normal-looking plaza happens to have perfectly-balanced sight lines and chokepoints. Then there are Halo-type maps with gestures towards a broader world but still not feeling like any plausible infrastructure. And then my favorites, levels that do nothing to disguise their nature as strategically-interesting murder playgrounds. Decoration is either nonexistent or jarringly-used props from more cohesive levels. That’s what I’m trying to evoke here - an endless sprawl with no purpose beyond murder-play.

1.11: Some of Procreate's brushes are obviously repeating stamps if you're not careful with how you use them, which sometimes annoys me, but works well here to make the bloodstains feel like game textures.

1.12 - 1.17: And here we go, the core mechanic. The tooltip is taken verbatim from my original notes, and I knew I wanted drawn-out pacing and loving detail on this first sequence of erotic cannibalism so that I can shortcut it in the future when necessary.

1.18: I had originally planned for this comic to have no dialogue, with the only text being game tooltips and menus, but I feared that the interpersonal beats just wouldn’t land clearly enough. I’m very happy with this Dark Souls-y set of preset words and phrases, I haven’t written much in this clipped style and there are fun worldbuilding opportunities with what can and can’t be directly said. (Also, “expressing nuance and love in a language built only for planning violence” felt like a nice parallel to reclaiming slurs.)

1.19 - 1.21: I enjoyed writing Copper as a supportive-yet-teasing big-sister figure to Sulfur. Giving characters cosmetic items and storage space marks them as more experienced; Sulfur only gets one belt, lifted from a friendly corpse.

1.22: I like isometric perspective for being crisp, elegant, and physically impossible to achieve in real life. It works well for maps of unreal spaces, and I'm happy with how the panels are embedded within the structures.

1.23: Thanks for teaching me this in Exordia, Seth Dickinson.

1.24: Establishing that eating teammates is possible (and sometimes the right move), which gets revisited in each act to follow.

1.25 - 1.26: It’s fun to just go wild with scenery shots, featuring three-point perspective on the base; I’m sparing with when I use it, generally saving it for big striking vistas.

That's all I have for Act 1. My notes on Act 2 are over here!
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
KINDA AIMLESS SHAPELESS BRAINLESS
XX, STILL A FREAKED-OUT GAY KID
I TRY TO DIE, I TRY TO LIVE AGAIN - SAME SHIT

HEALTH (ft. Ada Rook and PlayThatBoiZay), MURDER DEATH KILL


Replaceable Parts
 has concluded, six months to the day after I first had the idea during Thanksgiving travel. During the comic's run, I went to my second Furfest, visited my polycule in Milwaukee for Christmas, got an orchiectomy, spent a week in Italy, got a second job, had a nasty bout of pharyngitis, visited my family for Easter, helped my boyfriend recover from top surgery, and hosted a friend visiting from Australia. I won't say these all informed my work, but if I seemed fixated on themes of cultural norms and how to transform a body, these aren't unrelated.

My initial jolt of inspiration turned into the first eighteen pages of the comic with very few core changes. However, the project would have likely stalled out fast if it hadn’t been for the enthusiastic support of friends and readers from day one. I'd like to thank everyone who gave feedback on WIPs, made jokes, drew fanart, encouraged me to make it filthier, and analyzed the story through lenses I'd never think of. There are too many of you to list, but you know who you are.

Ada Palmer’s work was a key influence on Solipschism, with all the ways she’s examined censorship, historical memory, and deeply-flawed utopias. Replaceable Parts takes much more after Porpentine - the gamified nightmare of Relative Time Knife, the school-shooter paradise of Bullet Wife, the surgical love and torture of Cyberqueen. (Somehow, I only found out about Game Where She Forces You To Kill Everyone On Your Squad literally the day after I finished the comic.)

The comic's style took a lot from blocky unreality of the Source engine, and I'd like to honor all the designs that inspired me: Team Fortress 2's diegetic mockery of its own premise, Portal and The Stanley Parable's out-of-bounds mazes, all the amateur projects ranging from surf maps to Goldeneye remakes to original titles.

I'd like to thank Lum for making Foreach and being an excellent sounding board. The chat-interface bits, the descent back into Hell, and all the collisions of narrative/game/diegetic logic owe a lot to them.

Wrapping this up, thank you to everybody making art that conveys the painfully human through the painfully synthetic. I can't say for sure what comes next, but I assure you it will be even more indulgent and filthy.
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)

Onto Side B! One of the goals I set for myself with Side A was to keep a conversation visually interesting when it’s in a cramped room with one participant who can’t visually emote at all. But there were still other events outside of that - Side B is *all* conversation, and I had to fit in all the setting’s details around it, which was a fun challenge in the opposite direction.

I initially fretted about making sure the setting read as digital/virtual, but I decided that it’s okay if it reads as more ambiguous - after all, the Hosts would probably say that our current physical/digital dichotomy is insufficient. The smoother brush I used for the linework was fun enough that it’s become my main brush for *Isidore* and some upcoming projects, too.

While Side A had a fairly complete arc in the first draft, Side B was just “Markus2 meets up with Erika7 in a virtual realm, they start to talk, at some point there are big weird entities in the distance.” The opening lines are very similar, but the draft started to click when I settled on changing Erika to Ismene and adding the context of her being from the ancient Mediterranean.

Page 1: I like the floating nametags as a way to quickly get exposition out of the way, signify a virtual space, and set up the variations later in the chapter.
 
In the original draft, Markus’s avatar was a platypus and Erika’s was a marble statue, but I’m happy with these redesigns - I wanted Markus to feel like the most off-the-shelf avatar possible, and Ismene to evoke both classical poise and old computers. All of her faceplate symbols are Linear A glyphs, and while the language might have been deciphered by this point in time, to a current audience it's a fun symbol of lost historical knowledge.

Page 2: This dialogue came verbatim from the first draft, though it drifts more and more after here. I’m glad I could recontexualize Ismene’s standoffishness as a bit of a test - new arrivals only get her tour if they’re willing to push past a token bit of iciness.
 
Page 3: I’m very happy I could set up this “ghosted” wordplay between their speech patterns.
 
Page 5: This plot beat was the keystone of drafting out this arc - though it took some more finagling to get everything to flow in a good order, it all started with this.

Page 6: All my attempts at writing Capital-P Poetry feel unbearably stiff, but I like bringing a poetic sensibility to my work in general. I’m very happy with the flow and assonance of Ismene’s dialogue here, and it’s the contrast with Markus that makes it work - the chapter would be much clunkier if it was just her monologuing. (I also like that her formal, contractionless speech reads as both archaic and robotic.)

Page 7: Even though Ismene7 is quite a ways removed from her original Bronze Age neurotype, I had fun contrasting her tone with Markus’s secular modernism. They both have their own baggage with “the afterlife is real, sort of,  but not from your religion or any other,” but in different directions and degrees.

Page 8: I enjoyed designing the bridge texture here, and Ismene offers careful reassurance that disagreement among selves is normal.

Page 9: The first view of other people! We get the payoff of Healfdane’s love of giraffes, a Machiavelli gag, and a more insectoid/robotic avatar. (Any setting with a big focus on morphological freedom falls flat for me if there are no furries.)

Page 10: …Or nudity. The Hosts’ avatars were a blast to design, and I like the gag of censoring your name while having a very distinctive kaiju-sized avatar.

Page 13: Between the mile-high transfem monster and Ismene’s casual selfcest, I like how this clearly has the stamp of “oh yeah, you also made Isidore.” (I also love this slithering fourth-wall-breaking Host, with the first ID number that isn’t an integer.)

Page 14: Ismene(1,3) represents the normie option that most patients are expected to take, living a fairly normal life with their mind and body reunited. Ismene2 gestures at how a post-death, post-scarcity world could develop recreational murder games, (explored further and harsher in Replaceable Parts,) and I liked designing a combat-ready avatar with a Norse-rune faceplate. Ismene4 petulantly withdrew from all the philosophizing, and 5 and 6 indicate that the Ismene lineage has been here a *while.* Even though it’s unclear where we are in relation to Sirius, launching two spaceship-selves is likely a pretty involved project.

Page 15: Possibly my favorite gag in the script, which also made for a nice segue into the finale. I also wanted to feature at least one strange colossal avatar who isn’t a Host, but rather Just Some Guy.

Page 16: Sides A and B each have one three-point-perspective splash page each: the city and the tomb, downwards and upwards. The statues on the Hall were originally sketched as fleshed-out human bodies, but drawing them at that perspective was annoying enough to make me realize that skeletons worked better thematically anyway.

Page 17: With the repeated references to Valhalla, I like to think of the Hall as Hel - the cold, boring afterlife for those who didn’t leave enough of a mark on the world.

Page 18: I hemmed and hawed on what to call the historical era of the story’s setting, but “Post-Anthropocene” felt like the right balance of clarity, ominousness, and end-of-history hubris.

Page 19: If the IDs are seven digits of case-sensitive letters and numbers, that gives 62^7 possibilities, which is currently a bit more than the number of humans who have ever lived, and I like how by the Late Anthropocene they’ve had to add some weirder symbols to the mix.

Page 20: This page exists because I showed the previous page to a friend who interpreted it the same way Markus did, and I thought that made for a much better emotional beat than putting Ismene’s tile on the last page and having Markus immediately get the intent.

Epigraph: This quote, which I first found in the afterword of Perhaps the Stars, gut-punches me every time I read it. It’s a beautiful articulation which only requests a small corner, never expecting his characters to be towering icons a century later. More broadly, I like the theme of grappling with being some unknown portion fictional, whether through repression, cultural mythology, or being reconstructed from spotty data and AI hallucinations. I’m also happy with how the opening and closing quotes reference Valhalla in different contexts, both scummy and glorious.

And that’s all for Solipschism! I’m very glad I could bring this to fruition on a consistent schedule, and it laid a lot of the artistic and thematic groundwork for my current project, Replaceable Parts. Though it’s still in the early stages, I’m excited to dig into the themes of posthuman, post-death morality in nastier ways. See ya there!
utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
Solipschism is complete! After finishing Palatial, I wanted to make another standalone comic with more plates in the air but preserving a sense of hazy impressionism. I turned to a short-story draft and some notes written about two years prior, which had a compelling hook but a fatal clunkiness. I'd been daydreaming about rebooting it as a comic for a while, with the austere atmosphere and slow-burn pacing it deserved, and eventually decided to just Go For It. (A bunch of dialogue came verbatim from that draft, though the setting’s details have been greatly evolved.)

A lot of inspirations flowed into it, including but not limited to:

“The Borgias” vs. “Borgia: Faith and Fear” - Accuracy in Historical Fiction by Ada Palmer, an excellent essay on the inherent difficulties and tradeoffs of making historical fiction. Any further back than a few decades, absolute accuracy is both impossible and unwatchable in every sense of the word; it's a subjective matter of choosing which details make the story more interesting, and which can be sacrificed for modern comprehensibility.

Some Facts About Doggerland by Daniel Lavery, a poem about the desperate, impossible dream of perfect connection with all of humanity.

The Genesis Quest by Donald Moffitt, a Kilgore Trout-type book where 95% of the value can be gotten from a paragraph summary: alien astronomers pick up a lossy signal with the human genome and a cultural archive. When they find no other trace of humanity, they reconstruct the species in a relationship that’s peaceful but a bit awkward and mutually resented.

Epigraph: This line is sung by Hel, in a gorgeous duet with Baldur - I love its tone of divine immortality as something ominous, underhanded, unfair.

Page 1: Markus1’s character design owes a lot to Chell from the first Portal - unkempt, bleary, stuck in an endless facility where nothing has made sense or been comfortable for a while. We also get the first bit of the Hosts’ smothering overreach with the fake window. One of my big goals with this project was to carefully pace exposition and dialogue in contexts other than comedy, and I’m happy with how that turned out.


Page 2: More information and more censorship, which itself says a lot about the Hosts. It is very intentional that they either don’t know or don’t care how it comes off to deny a black person their surname and place them in an index of phenotypes.

Page 3: The book title teases the concept of 'humans and related species on very long timescales.' (Also, 'hominidae' is a fun word.) We also see the Hosts overruling him after a token gesture of offering choice.

Page 4: Enter Markus2. "Pending Reconciliation" from page 2 now gains context, and Markus1 isn't shocked or horrified, just exhausted. (I also love overlapping/bleeding panels for moments like this.)

Page 5: No pleasantries from Markus2, just jumping right to a deeply personal question - very different demeanors (at least for now.) The dead Markus looks very well-preserved and not that old, with top-surgery scars that are the second indication of being trans.

Pages 6-10: We pull back from the worldbuilding details for a bit to spend time developing the Markii, with different dispositions and degrees of acclimation to this world.

Page 11: The scheduling plan is quickly shown to be a grim little joke. I had fun coming up with bland, slightly-condescending terms for the itinerary.

Page 12: Markus1 has become more outgoing, deciding not to keep reading and heading out into a room with other residents - this operation is far bigger than just him.

Pages 13-14: I'm proud of that first exchange as a way to both convey that Markus isn't fluent in Arabic and clarify what's being said for audiences who can't read Arabic. (To be clear, I can't either; I copy-pasted this from Wikipedia.)

Healfdane is a bundle of historical gags at once: 'Hwæt' is an Old English word, famously the first word of Beowulf, which can mean approximately 'Behold / Check this out / Listen up / Yo.' His tattoos are based on Ötzi's, a five-thousand-year-old natural mummy found in the Alps and one of the oldest remaining tattooed bodies in the world. Although his name survives today as 'Halfdan,' it shows up in Beowulf*, and also belongs to a Viking who carved it into the Hagia Sophia. His speech bubble suggests he lived before modern conventions of how to use lowercase letters. He is fascinated by giraffes, which he likely never would have seen in his first life unless he was extremely well-travelled. I made this volley of gags both to see how efficiently I could pack these details, and because the whole point of his presence is to convey that this facility has gathered people from across a long timespan.

*I only now noticed that it's spelled 'Healfdene' in Beowulf, but fuck it, we're centuries before standardized English spelling anyway.

Page 15: I had fun drawing this facility that exists impressionistically, in the same way Aperture Science does - everything comes secondary to conveying a sense of icy vastness. Designing this other resident was also a blast, especially since I resolved ahead of time to not explain anything about them. It was deliberate that they have the same skin tone as Markus, establishing some continuity-of-humanity despite everything else about them.

(Or maybe Markus is a black man non-diegetically drawn in a monochrome palette but this guy is just literally blue.)

Page 16: I like the fake cloud-windows as a recurring symbol to build the suspense of what the hell is outside this place, and had a lot of fun filling a room with them.

Page 17: A neat blend of art and story: drawing an elevator going down was much compositionally easier than drawing it going up, and there's the strangeness of having to descend to an observation deck.

Page 18: Luminance brushes are very fun to play with, as it turns out.

Page 19: Until now, every establishing environmental shot has been in isometric perspective: clean, diagrammatic, and impossible to achieve in reality. Closer-up shots in one- or two-point perspective are straightforward, often centered on a character's face. This is the first zoomed-out shot in full perspective, with three vanishing points, great for conveying vast heights.

Though the specific details of the environment only came together as I drew it, I knew for a while that Side A was going to end with a full-page shot of a vast world that only raises more questions; my goal for the tone was 'analogous to a Bronze Age human seeing Times Square.' I'm happy with how this turned out, especially the verticality and the return of the clouds in an alien context. Although I'm uninterested in providing a specific answer as to what the hell this structure is, I wanted to evoke space stations, Dyson swarms, metropolitan skylines, and general pulp sci-fi cover energy.

utilitymonstergirl: Headshot with horns and an Isidore mask (Default)
My short comic Palatial (available for PWYW download here) concluded a few weeks ago, and I thought I’d provide some behind-the-scenes commentary now that people have had a chance to digest it without the distraction of my highlighter.

I'm going to spoil and dissect the whole thing, only proceed if you've read it or are okay with that. )
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