If all of that sounds like a lot of work, then just roll a barbarian. This ain’t no Writers’ Workshop.
Here where we get to the stuff that really clicked for me. I love the reality-switching. This is what made the comic fun to write.
Super-pretentious art wanking: The in-game reality we see is an odd sort of meta-reality that only exists for the audience. When we see a fantasy shot, we see Ramgar as pictured by Chuck, Josh’s character as pictured by Josh, and so on. We’re seeing this blend of what everyone is picturing. That’s a fun idea.
Yay! The gnome paladin! Love that guy.
Artist Rambling #4, may be of interest to no one but me:
I’m surprised at how much I like the really sketchy look for Ramgar and co. As the comic went on, I moved to a much less sketchy, more iconic art style. I think were I to go back in time and do the comic again, I’d keep the in game scenes looking like Ramgar here does, and make the tabletop scenes look flatter and less detailed. More scribbles on the Player Characters, less on the Players.
If we were to do it today, I’d suggest using Comic Sans for Josh. The font has a reputation for being the typographical equivalent of a trollface, so it would suit him. And despite its reputation, Comic Sans is very readable.
Batman v. Superman Wasn't All Bad
It's not a good movie, but it was made with good intentions and if you look closely you can find a few interesting ideas.
A screencap comic that poked fun at videogames and the industry. The comic has ended, but there's plenty of archives for you to binge on.
The Best of 2015
My picks for what was important, awesome, or worth talking about in 2015.
Raytracing is coming. Slowly. Eventually. What is it and what will it mean for game development?
Revisiting a Dead Engine
I wanted to take the file format of a late 90s shooter and read it in modern-day Unity. This is the result.