
Fate received the most positive reception, and was my personal favorite choice, so that’s the option I’ve followed through with as I’ve expanded on the character design and plot structure in my design doc.
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Early into the design of Out of Element, I recognized the reoccurring theme of a “Cycle of Violence.” “Cycles” and “Violence” taken separately are strongly resonant with countless aspects of the game’s design; Beat-em-ups and Roguelikes are games about violence and cycles, respectively, and each character has a specific fighting style and an element, giving them a relationship with cycles and violence in their aesthetic as well. The story I ended up following through with is also strongly connected to that theme; by taking tropes from revenge stories and flipping them on their head, I was left with an exploration of generational trauma, systemic inequality, and grief. That thematic depth is what’s motivated me to keep iterating on Out of Element far beyond the class project I led.
We decided early on that the sprites were going to be cutesy and stylized, which was an interesting departure from my usual work, which trends more towards realism and “action hero” aesthetics. Despite that, soft, round shapes and chibi proportions are a joy to work with, and I was excited to take the techniques I’d learned for realistic humans and amplify them for cartooning.
Procreate is my software of choice for any digital art project, but I moved to Procreate Dreams as the work got more complex; this was the perfect opportunity to experiment with the software’s unique animation features, which I quickly became acclimated to.

As a way of avoiding cards that were too samey or niche, I realized that using their orientation was a perfect way to add additional density to this divination system. The cards are divided into three groups:
When you shuffle the deck, the minor and middle arcana can be drawn in any of the four cardinal directions, altering their interpretation. So even though it’s only 22 cards, there are 88 readings to divine from them. Adding the major arcana to that, you have 99 "hands" in the deck–and one hand to play the cards.
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I originally began building this “game” in Godot, but I quickly realized that this idea would be perfect for some practice making physical games. It’s simple cardstock and pencils, but I still like the way they came out.
