“Why are there so few female gamers?” From my research, I believe it is a problem created by the gaming industry itself.
The industry believes the only demographic available to it is straight young men, so products are marketed to this group. The character design, plots, and advertising are all designed to make men feel heroic while women are ignored, or used as objects.
Mimicking the style of a classic Penguin storybook, I collected stories that act as origin points or examples of tropes commonly used in video games which demean their female characters. I chose four tropes that are most commonly used in mainstream video games: the damsel in distress; the fighting fuck toy; the sexy sidekick; and, the evil seductress. In place of illustrations from the selected stories, I used characters from games that fit the tropes in the stories. For example, Pauline from Donkey Kong is the original Nintendo damsel in distress, and her story is directly derived from King Kong.
Another obstacle for female gamers is the way they are treated by other gamers. Xbox Live especially has a serious problem with female gamers being verbally harassed. Fatuglyorslutty.com acts as an outlet for female gamers to publicly shame misogynistic Xbox users by posting their comments online, thus creating a well-documented log of the horrible things commonly said to female gamers. I layered the comments on top of the stories in meaningful ways to underscore the relationship of how the industry defines women and how they are treated as a result.
Illustrated in Illustrator
A set of playing cards inspired by David Lynch's Twin Peaks.
Illustrations and text hand drawn/painted, collaged in Photoshop
“The Most Foolish Traveler in the World” is a short story featured in the graphic novel Fruits Basket, written by Natsuki Takaya. My book is a modified and illustrated version of the story.
Takaya’s short story tells the tale of the sacred fool: One who derives great joy from helping others. As the foolish traveler does whatever she can to help those in need, the people she comes in contact with take advantage of her kindness. She continues to give away everything she owns, even surrendering her legs, torso, and eyeballs to a group of goblins. As she dies, she cries tears of joy, because while some see her actions as foolish, giving happiness to others is her greatest joy.
The task for this product was to design a set of matchboxes for Katz’s Delicatessen using five images, no more, no less. The images I chose are all photographs taken by me during my visit to Katz’s Deli.
The first box focuses on the decor and the unique method of order and payment employed at the restaurant. Upon entering, the patron receives a blue ticket. Anything ordered at the counter is written on the ticket and then paid for when the customer returns the ticket before leaving.
The second box illustrates the iconic food served in the deli. The box itself is in the form of a sandwich, while the pickles and salami are revealed when the matches are pulled out.