About My Mom

My mother died just before New Years Eve. I can’t tell you exactly how many years ago. I can remember every detail of that night with painful clarity, but I can’t hold numbers in my head unless I spend a great deal of time associating the number with something else.

This is a pattern, usually. Or a connection with a number I’ve already memorized, like a birthday or a particular year. I know that in 1990, I was in grade ten, because both numbers end with a zero.

I repeated grade ten again in 1991 and dropped out mid-year because I didn’t want to go to school.

At that point in my life, I only wanted three things. I wanted to play music. I wanted to be independant. Most of all, I wanted to feel accepted.

A pre-planned birthday. Mom and I had matching perms.

I was a weird kid and it was hard for my family to deal with me. When I was in elementary school, my family told me that none of my friends could make it to my birthday, and then surprised me by having them show up. The emotional stress of this surprise birthday party spiralled me into hysterics. The party was cancelled.

That’s the first time I remember having a full blown meltdown.

My mother had meltdowns too. I teased her for them mercilessly behind her back, and sometimes to her face. My brother was kinder. He knew how to make her laugh.

He, my son, and my father, were with her when she died.

I’m glad I wasn’t there. I don’t think I could have handled it.

When I heard she was gone, I mostly felt relief. And shame.

Life was hard for my mother, but she did everything she could to connect with me, from hand-sewing my favorite clothes and blankets to designing and knitting a sweater with my company logo on it. I never told her how much I appreciated the things she made me. Sometimes I didn’t even notice them until years after she gave them to me.

She had trouble with her weight. She struggled to make and keep friends. Her temper, when it came, was often comically out of proportion with the situation. She never learned to drive, preferring to take the bus. Or walk, sometimes for hours a day. She was afraid to drive.

Mom was an avid fan of science fiction. She bought me Wrinkle in Time and introduced me to The Dragon Riders of Pern. She gave me my first D&D handbook, and praised me when I eagerly learned to draw every monster.

She was a huge Star Trek nerd. When I was a tween, she took me to a Star Trek convention. I’d just moved to a new city and I was getting bullied at school. I loved my mother, but I didn’t want to be like her. Only recently did it occur to me that she had no one else to share these interests with.

Later in life, comparing me to my mother became the most hurtful thing anyone could do.

Mom didn’t require me to make an effort to relate to her, or even to respect her. She was ashamed of who she was. I don’t think she wanted me to be like her.

It wasn’t until after she died that I realized I am her. I’m more like her every day. I’ve finally learned to love what she gave me. I never got to thank her, but I often wonder if it would have made any difference if I had. I wish I could have overcome my own self-destruction in time to talk her out of hers.

The parts of her that I see in myself are my favorite parts. I plan to spend the rest of my days honouring the gifts she gave me. It won’t bring her back, but maybe it will carry her forward.

I miss her.

I opened an Etsy shop!

It’s called FurGems. I make cute animal things. Ultimately I want to sell art dolls here, but I’m still learning how to make those so for now I’m making cards and laser cutting jewelry and keychains.

Making an Artdoll

I recently crafted an artdoll using a variety of techniques, including sculpting, felting, and flocking. The process was a lot of fun, and the results were pretty satisfying. As I improve, I’ll start posting breakdowns of the creation process. If you want to follow my work I try to put up videos each week on TikTok.

Pandemic Projects

Over the past year, I wrote a novel and hibernated an early project called the Existential Crisis Hotline, which was an experiment in ARG recorded menu stuff that I just didn’t have the energy to maintain during a global pandemic. I’d just gotten the twitter bot for the project behaving well enough that I wasn’t receiving calls from actual people in crisis, and I didn’t want to try maintaining it when so many more people were suddenly in crisis.

The phone line still works if you want to call it (the project website is linked above). But for now, it’s in a holding pattern and the bot has been deactivated, and there’s nothing driving anyone to the number.

The novel I wrote is complete except for the last editing pass and formatting, and will be available for beta readers by the end of March. Preorders will start in April. If you want to be a beta reader, you can sign up at EdgeAnomaly.com

I’m also working on an animated tiktok project to promote the book. If you join the book waiting list, you’ll get an announcement when that launches. Here’s a little sample, it’s going to be cute:

Purridot

My first attempt at fan art happened as a result of having inherited a gem collection from my Aunty Jean. Turns out there are a lot of peridots, garnets, a couple amethysts, a bunch of emeralds, some rubies, a bunch of topaz and rhodenite (which I guess is a kind of garnet?) some sapphires, rose quartz, and even an aquamarine.

Purridot-01-MegRabbit.jpg

Anyway, turns out when I try to sketch stuff it automatically turns into animals. So here's Purridot. Maybe I'll do Amyth-Hiss, Garmitts, and Steven.

Original-Purridot-Sketch.jpg

The reason I tried to draw Peridot at all is that I thought 'Maybe I should make little resin cast Peridot models and put actual Peridots on them.' Because obviously that's what you do when you have a inherited gem collection and you love Steven Universe.

Gems.jpg

I'd love feedback! Let me know if you wanna see more SU cats, some little gem sculptures, or anything else. :)

My First Ludum Dare

Ludum Dare is the original, and also easily the largest, game jam in the world. A game jam is a challenge to make a game from start to finish in a super short time period, usually 48 - 72 hours, depending on the size of your team and the scope of the theme.

In past years, I've participated in Peg Jam, our local game jam, and even hosted a few jams in our office for new students looking for work experience. It's a great way to evaluate a new team's strengths and weaknesses, and it can be a real forcing factor when you're trying to learn new skills really fast.

Our completed LD game.

Our completed LD game.

Ludum Dare has been happening 3 times a year for the past 16 years, and last weekend's event was the 41st round. Themes are proposed by participants and voted on, and the winning theme is announced as soon as the event starts and your time starts ticking. The theme this time was 'Combine Two Incompatible Genres', which took our team a while to wrap our heads around. Luckily we have a wide breathe of experience, and we each had a clear idea what we wanted to get out of the weekend.

After 72 hours, we'd created a game that the combined random number generation of a card game with the intense concentration of a rhythm game. If you have a few minutes to kill, you can play our game here: https://megrabbit.itch.io/flower-hero

The Process

This 2D mockup was super useful in communicating the asset requirements, timing, and gameplay structure.

This 2D mockup was super useful in communicating the asset requirements, timing, and gameplay structure.

Making a fairly polished game in 72 hours involves a lot of multitasking and team communication. While Curtis Wachs worked on the actual game development, I created a workable UI and game elements. Alistair Croll created all the music and after being taught to make the scroll generation images (which are what we used to time the assets to the music), he did those too. Liem Nyugen worked across town making the 3D models and animations of the characters I designed for us.

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As a team, we all came to this project wanting to learn specific things. Curt and I are releasing Unity support on our own software platform in a few months, so we wanted to practice our workflow on a non-critical project.

Alistair's been wanted to practice with his Push for a while now, and has always wanted to design sound for a game using Ableton. In the end he produced 4 songs and the menu screen loop in 3 days. Liem just loves making 3D art for mini-games and wanted to be part of a Ludum Dare project. Plus he's a superstar and he can whip out amazing 3D animations in his sleep.

Takeaways

My personal takeaways included learning how to:

  • Co-develop a shared Unity comp
  • Export elements as a package
  • Export the project for HTML5
  • Create scriptable objects and prefabs

I'm a pretty huge fan of Ludum Dare. Our game received great feedback, and while we normally wouldn't probably pursue making this game into anything bigger, some of the feedback is actually so good we want to implement it just to see what happens. The community is incredibly supportive. I was worried that the amount of graphic polish we brought to our game would earn us criticism, since an overwhelming majority of Ludum Dare participants are developers, and developer art is absolutely celebrated and encouraged, but this was not the case. The feedback we received was universally considerate and thoughtful.

If you're running a design or game studio, and at least one of your team members can (or would like to learn how to) develop simple games using pretty much any platform (participants in this round received Game Maker Studio for free if they wanted it), you can't really beat Ludum Dare as a positive team building activity.