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shel & sorcery

@shelandsorcery / shelandsorcery.tumblr.com

home of cromulent projects
reblogs will live over on @portablecity
learn more at portablecity.net

My mailing list - right now it's hosted on mailchimp, and used rarely, mostly to announce big launches etc. Unlikely to happen before 2025 but if frequency did pick up I'd still keep it to no more than one a month; I'm just not that interesting right now!

My personal website - a blog and archive where i'm uploading the back catalogue and writing longer articles. I'll archive stuff from here there, if I haven't already, and it's constantly getting cleaned up and reworked. Not a perfect digital garden, but made with that ethos in mind. Also my portfolio and CV.

rss: https://www.portablecity.net/feed/

I've got a sub-site just for my fiction and, shortly, more of my comics, so they can live for free online and be readable and commentable:

rss: https://stories.portablecity.net/feed/

My shop, the Sorcerer's Catalogue - I've got a beautiful website i'm building out that will have more than just my own things listed, and you can find that here and see it slowly improve and fill up with cool shit from me and from people whose work I love and who consent with being listed here over the next while:

rss: https://www.sorcererscatalogue.shop/feed/

But if you want the more straightforward store links, I also keep my things on gumroad and itch, and I recently set up an inprint, though I'm not 100% committed to it just yet.

I did set up a Cara account and will probably do most of my professional art browsing there:

And I continue to be my most self over on my reblog tumblr:

happy trans day of visibility, friends - may "visibility" mean community and safety for you the way you have helped it mean for me on my journey!

Announcing Disney Villains Cursed Cafรฉ!

After nearly three years of work, Iโ€™m really proud to announce the release of Bloom Digital (@bloomdigital )โ€˜s newest game, Disney Villains Cursed Cafรฉ. I art directed this game, and Iโ€™m so excited to get to share the results of all our hard work!

Youโ€™ve probably heard me talk about Bloom before โ€“ weโ€™re an indie game company, known for our beloved visual novels LongStory and Later Daters. We are a team of people who love telling stories! Getting to put all that energy towards the Disney Villains was a real privilege.

Working with Disney helped all of us hold our work to an even higher standard, and push ourselves as game makers. Thereโ€™s a real responsibility attached when you get the chance to work with these characters, and it would have been impossible to navigate that nearly as well without the constant guidance and feedback of the team we worked with at Disney. Thanks to everyone there for helping make this game happen!

I have to brag about my coworkers โ€“ I donโ€™t think I can imagine a better team than the lineup we have at Bloom. When you have a team that becomes more than the sum of its parts, you get to make games that are also more than the sum of their parts! Huge thanks from me and the artists to Miriam Verburg for steering the ship the whole time, Heather Jackson for making it effortless to bring the narrative into the art every step of the way, Keana Almario for keeping us all accountable to the players experience, JP Stringham for tackling the game design inside and out, and Danielle Russell for facilitating all the communication and oversight necessary to make something like this happen.

Itโ€™s important that I tell you how wonderful the art team in particular was! It might be counter-intuitive, but, youโ€™re not going to see a single pixel of my own drawing in this game. As an art director, it was my job to find the best artists possible and then direct them towards bringing this game to life. I had the privilege and responsibility to lead a team of incredible artists towards making this game, and whatever you see in there, I want you to know one of these people made it happen.

Yi Pan was our senior game artist, which means he and I worked together on concepts from the beginning; you can see his brilliant painting and immensely appealing design work up front and center in all our potions, gifts, and in so much of the overall color design of the game. Jey Pawlik (@jeypawlik ) was our character artist and I think itโ€™s impossible to understate how charming they managed to make our modernized villains, no matter their moods! Janiel Lo worked with us across many disciplines, laying out and painting our complex, amazing environments, as well as helping us make sure our beautiful UI felt both integrated into the world and also comfortable and easy to use. Ally Rom Colthoff (@varethane ) made it possible for us to have the environment art of my dreams by coming in and painting the heck out of that cafe! And the game wouldnโ€™t be what it is without Sara Menaโ€˜s concept work, and the contributions of many artists on the Disney side who contributed not only character art, UI, and identity designs, but helped us fine-tune everything that went into the game.

Itโ€™s the biggest team Iโ€™ve ever had the chance to work with as an art director, and Iโ€™m not kidding when I say that these professionals made it easy and fun to come in every day and see what brilliant new artwork awaited me.

Something extra special about this team was how excited the artists were to work with, brainstorm with, and sing the praises of each other. Iโ€™m so grateful for this team not just for their ability to make beautiful art but their ability to collaborate with each other, myself, and with the team at Disney. Everybody should be proud of themselves, not only as artists but as game makers.

I want to shout out the narrative team, who made time to be in the art meetings with me and the artists, making it so easy to keep everything absolutely on point narratively throughout the whole development. Heather and Mike took the time to get to know the art team, and made themselves available for quick questions, brainstorming sessions, and pep talks. I think what this did for the game was make it possible for every visual joke and narrative joke to play off each other in ways that could not have possibly happened without that kind of open communication.

To talk a little bit more about the UI process, one of the things that we decided to do early on was make this gameโ€™s UI very diegetic, to keep the buttons feeling as magical as everything else that you see and do in the game, and that would not have been possible without Keanaโ€™s expertise and dedication to solving complicated UX flow challenges. Her hard work let us get away with so much more by way of magical props, framing devices, and sparkles.

For me, as the art director, I donโ€™t always get the chance to put my own handiwork into a game, and as I mentioned, all of the amazing drawing and painting that you see on screen is thanks to our art team. But what I did get to do, very much thanks to the support of JP, was tackle the majority of the VFX. Getting to be a VFX artist for a chunk of this project was a dream come true, because if thereโ€™s one thing this game is full of, itโ€™s magic! Figuring out how to bring life and mystery and humour to all of the magic in this game was an amazing challenge that I am so glad I got to tackle.

As a game dev, launches are always special, but this launch has been outright overwhelming in such a good way. Thank you to everybody who is streaming the game, sharing lets plays, drawing fan art, and just generally yelling about getting to hang out with their faves in our magical Cursed Cafรฉ! I hope as you play this game it feels like youโ€™ve gotten to visit somewhere magical alongside the villains.

Thanks again to everybody involved for this opportunity. Drop your fav villian in the comments, and stay in touch with me and with Bloom to find out more about what else @bloomdigital has lined up!

Announcing Disney Villains Cursed Cafรฉ!

After nearly three years of work, Iโ€™m really proud to announce the release of Bloom Digital (@bloomdigital )โ€˜s newest game, Disney Villains Cursed Cafรฉ. I art directed this game, and Iโ€™m so excited to get to share the results of all our hard work!

Youโ€™ve probably heard me talk about Bloom before โ€“ weโ€™re an indie game company, known for our beloved visual novels LongStory and Later Daters. We are a team of people who love telling stories! Getting to put all that energy towards the Disney Villains was a real privilege.

Working with Disney helped all of us hold our work to an even higher standard, and push ourselves as game makers. Thereโ€™s a real responsibility attached when you get the chance to work with these characters, and it would have been impossible to navigate that nearly as well without the constant guidance and feedback of the team we worked with at Disney. Thanks to everyone there for helping make this game happen!

I have to brag about my coworkers โ€“ I donโ€™t think I can imagine a better team than the lineup we have at Bloom. When you have a team that becomes more than the sum of its parts, you get to make games that are also more than the sum of their parts! Huge thanks from me and the artists to Miriam Verburg for steering the ship the whole time, Heather Jackson for making it effortless to bring the narrative into the art every step of the way, Keana Almario for keeping us all accountable to the players experience, JP Stringham for tackling the game design inside and out, and Danielle Russell for facilitating all the communication and oversight necessary to make something like this happen.

Itโ€™s important that I tell you how wonderful the art team in particular was! It might be counter-intuitive, but, youโ€™re not going to see a single pixel of my own drawing in this game. As an art director, it was my job to find the best artists possible and then direct them towards bringing this game to life. I had the privilege and responsibility to lead a team of incredible artists towards making this game, and whatever you see in there, I want you to know one of these people made it happen.

Yi Pan was our senior game artist, which means he and I worked together on concepts from the beginning; you can see his brilliant painting and immensely appealing design work up front and center in all our potions, gifts, and in so much of the overall color design of the game. Jey Pawlik (@jeypawlik ) was our character artist and I think itโ€™s impossible to understate how charming they managed to make our modernized villains, no matter their moods! Janiel Lo worked with us across many disciplines, laying out and painting our complex, amazing environments, as well as helping us make sure our beautiful UI felt both integrated into the world and also comfortable and easy to use. Ally Rom Colthoff (@varethane ) made it possible for us to have the environment art of my dreams by coming in and painting the heck out of that cafe! And the game wouldnโ€™t be what it is without Sara Menaโ€˜s concept work, and the contributions of many artists on the Disney side who contributed not only character art, UI, and identity designs, but helped us fine-tune everything that went into the game.

Itโ€™s the biggest team Iโ€™ve ever had the chance to work with as an art director, and Iโ€™m not kidding when I say that these professionals made it easy and fun to come in every day and see what brilliant new artwork awaited me.

Something extra special about this team was how excited the artists were to work with, brainstorm with, and sing the praises of each other. Iโ€™m so grateful for this team not just for their ability to make beautiful art but their ability to collaborate with each other, myself, and with the team at Disney. Everybody should be proud of themselves, not only as artists but as game makers.

I want to shout out the narrative team, who made time to be in the art meetings with me and the artists, making it so easy to keep everything absolutely on point narratively throughout the whole development. Heather and Mike took the time to get to know the art team, and made themselves available for quick questions, brainstorming sessions, and pep talks. I think what this did for the game was make it possible for every visual joke and narrative joke to play off each other in ways that could not have possibly happened without that kind of open communication.

To talk a little bit more about the UI process, one of the things that we decided to do early on was make this gameโ€™s UI very diegetic, to keep the buttons feeling as magical as everything else that you see and do in the game, and that would not have been possible without Keanaโ€™s expertise and dedication to solving complicated UX flow challenges. Her hard work let us get away with so much more by way of magical props, framing devices, and sparkles.

For me, as the art director, I donโ€™t always get the chance to put my own handiwork into a game, and as I mentioned, all of the amazing drawing and painting that you see on screen is thanks to our art team. But what I did get to do, very much thanks to the support of JP, was tackle the majority of the VFX. Getting to be a VFX artist for a chunk of this project was a dream come true, because if thereโ€™s one thing this game is full of, itโ€™s magic! Figuring out how to bring life and mystery and humour to all of the magic in this game was an amazing challenge that I am so glad I got to tackle.

As a game dev, launches are always special, but this launch has been outright overwhelming in such a good way. Thank you to everybody who is streaming the game, sharing lets plays, drawing fan art, and just generally yelling about getting to hang out with their faves in our magical Cursed Cafรฉ! I hope as you play this game it feels like youโ€™ve gotten to visit somewhere magical alongside the villains.

Thanks again to everybody involved for this opportunity. Drop your fav villian in the comments, and stay in touch with me and with Bloom to find out more about what else @bloomdigital has lined up!

On behalf of the team at Bloom, we are proud to announce Disney Villains Cursed Cafe launched today! Available on Nintendo Switch, Xbox Series X and S, Playstation 5, Steam and GOG.

Well, no news was definitely good because guess what? That big secret project weโ€™ve been going on and on about for two years plus is out in the world via Nintendo Direct!

I know! wild right? Some details: The game is brought to you by many of the same folk who worked on LongStory and Later Daters on the Bloom side. ย 

We closely collaborated with the team at Disney Games to make a game that explores the modern ambitions of a cast of iconic Disney Villains: Cruella de Vil, The Evil Queen, Gaston, Captain Hook, Jafar, Maleficent, and Ursula. Itโ€™s been a huge undertaking. I am so proud of the team at Bloom and learned so much from our colleagues at Disney Games. They inspire excellence, and it shows in the result. Please go take a look and let me know how we did. We had so much fun re-imagining some of our favorite villains for today, and we really hope we did right by them.

Friends, it's been a wild day, and I need more time to put my thoughts on paper properly, but till then, hey, look! this game I art directed for the past 2.5 years is now out! Huge love and massive thanks to the whole team and stay tuned for a bigger post on what this adventure has meant to me!

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