From games to the world and back – 2022 in review
This was a year that began and ended with video games. That might not seem very strange when we’re a game studio, but nonetheless it has a special significance this year, which has been quite an eventful one, to say the least! Previous Next The year began with Hades I’m not an avid game player,
Variations on Amnesia
Adaptations are very common in the domains of manga and anime, the most typical being that an original work of manga is adapted into anime. But there is a third media form that sometimes get adaptations too, namely games, and more specifically, the adventure game genre visual novel. [This text was o
The fan art makes up for it!
In this text I will analyze fandom and fan creations connected to the shōnen (targeted towards boys) media franchise Haikyū!!. The text was originally written as a short assignment in the course Japanese Popular Culture Represented in Anime and Manga at Dalarna University. Haikyū!! is originally
Implicit Storytelling – The Excellence of Descending Stories
Descending Stories – Showa Genroku Rakugo Shinju (~Showa and Genroku Era Lover’s Suicide through Rakugo) is a work of fiction by Kumota Haruko that is originally released as a 31 chapters long manga series (2010-2016) and then adapted into two seasons of anime (2016-2017). It’s a very comp
Processing the Process – On Game Creation, Burnout and the Existence
Long time no see, comrades! Last year, on April 24th, me and my team released Knife Sisters, a story-based game about love, manipulation, relationships and sex. We had been working on it for 2.5 years, but the creation process had been pretty straight forward – something that could not be said
Bridging the Gap – Steam and 18+ Content
This is a post in the series “When your Wholesome, Queer Game is Seen as Very Controversial” in which I’m circling around questions such as: How are we supposed to discuss topics like consent and sexuality with young people, if those topics are banned from almost every platform and hidden behi
When Your Wholesome, Queer Game is Seen as Very Controversial – a Blog Series
On the 24th of April we released our dark, emotional, and erotic visual novel Knife Sisters on Steam and Itch.io. In a series of posts, I will look into what happens when you approach the commercial markets with a game that explicitly aims to explore sex, power and consent. Knife Sisters is set in a
5 tips for doing a Kickstarter campaign
In november 2018 I did a Kickstarter campaign for the visual novel I’m working on, Knife Sisters. This was in part an impulse move, which I will get back to, and it was instigated by meeting a representative from Kickstarter at IndieCade in L.A. in October, who told me he thought the project c