EDPX 5100 – Grad Critique – Week 10 (Game)


I don’t think I was very honest with myself about how difficult this game was for me to write about or put out there. I think that it was a good start and it was needed for me to experiment how to be able to communicate in different ways which I found was helpful. 

However, towards the middle of the development, I felt like the content of the game needed to be pushed further and I am not a big fan of CSS and HTML. 

I am becoming a big fan of interactivity but on a more personal level one on one intimately where the player feels a sense of specialness. The way I write I hope communicates that to the player. 

I believe I said this before, but I want to continue to develop the idea of the game as an actual indie game made of pixels and more fanaticized adventure. Because ultimately, I am not doing this for me. I am doing this for those that have a story that they struggle to tell or are recovering from past behaviors that need to be worked through. I am not just trying to say all of the things that have happened to me out loud. 

I am trying to recreate them.

In order to be able to look outward, you must first look inward, I want to explore these big ideas of memory, identity, and how people grow into adults with holes in their life. How do the memories we make up effect who we are and are we ever “someone” if we have nothing to pull from?


(Still trying to figure out how to make pictures visible)

Formative Years        


EDPX 3701 Digi Fab – Grad Project (More Plastic*)

 For this grad project, I decided to visit some of the most valuable plastic that I have had experience in the past, which is Catholic iconography. 

I wish I could paint a picture (I guess I could) of the shrine my grandmother had tucked away in her trailer. I am from the smallest town (ever) in Texas, it’s full of dirt, immigrants, trailers, and Catholics. The biggest church in town, the Catholic church, sat on top of a hill painted pink and would be surrounded by cars every Sunday. My family is still apart of that circle. 

At a very young age I questioned my faith, so much so it is non-existent now. I used to find it so unusual how so much spiritual weight was put on these mass-produced plastic objects, cast in a mold, and sometimes hung from a keychain (not in an ironic way). 


I grew up in a town right next to the border, the Rio Grande was about 15-20 minutes from my house. So, close in fact that the cartel would use that area in particular to smuggle drugs, humans, and everything else. When I would play outside I would see people walking across the desert, sometimes asking for water and then they would be on their way. Families with small children would come across the desert every day, sweaty, sunburnt, and exhausted. 


Fun Fact: Our checkpoint is famous for arresting Willie Nelson, Fiona Apple, and Snoop Dog, for possession of weed of course.


This project for me represents a lot of my past. In the desert, you feel forgotten, lost, sometimes content, but mostly small. It reminds you of how big the universe actually is, especially when you can look up at the sky and see every possible star imaginable.  It’s quiet and there isn’t a lot to do, it’s frankly quite boring. I joke about feeling like an alien in bigger cities because I feel so out of place most of the time, I have had these strange experiences that almost feel magical and can’t really connect with people who haven’t experienced that void before. 


To be literal this project represents separation from my religion, culture, experiences, and past. Both literally and figuratively. 

I visited Mexico quite often, but was there ever an opportunity to learn the language? Or to feel included? Possibly. But to be honest, not really. Socioeconomic situations, politics, and family had a lot of influence on those things prior to finding knowledge via the internet. As you can imagine, those things weren’t and still are not very accessible in certain regions. 



I still feel a very real barrier when I visit home, I have 4 sisters. My Dad remarried and her family is more integrated with Mexican culture, so my sisters grew up Catholic and speak fluent Spanish. Even though I feel like a spectator in my life and my families I don’t feel like that is necessarily a negative thing. I can look outward and I see a place for me.

EDPX 3701 Digi Fab – Week 10 (Project 3)


The CNC Machine was at first a disaster.

But after making some adjustments I (with the help of some rad monitors) was able to begin milling!



I started the second pass, and the drill bit moved which threw off the Z, I had to re-Z and then start the process again. 


Milling wasn’t easy, but I would definitely do it again, now that I have a better feel for the machine and how it works. 

Making molds was the easy part, I have to say…I’m pretty good at it too!

The white plastic was a little brittle, but the clear plastic was great! 

I bought some spray paint for the final step.

And now I’m done!



The CNC milling project was one of the most stressful things I have ever done. I have never felt the most insecure about starting something but also never so relieved and proud of myself for accomplishing it. I think that there is some real potential in the future to create bigger pieces with the CNC machine, at least to experiment more with it now that I know I am not going to cut my limbs off. 

What I enjoyed more about this class is exploring different types of making, even though I felt like each individual project was like an experiment or a test. This process made me start to think how I can bring bigger more complex ideas into these spaces. I think there is a potential here but, I feel like I need to discover my artistic voice again, or develop it into something new. 

EDPX 3701 Digi Fab – Cultural Event #2

Tim’s Talk

Descriptive: Tim’s talk was about exploring the natural world through the lens of an artist and a scientist. He speaks about spending time in these spaces and collecting data that he uses to put statistics into reality. He speaks passionately about biology, life, and the organisms around him.  He brings these natural spaces to you by not only showing the scenery but placing your voice into it and actually making you apart of the experience. This is powerful. 

Reflective: What I enjoyed about Tim’s talk was witnessing an alternative way to go about collecting data and form it into art. The world around us can hear statistics all day but until they actually see the effects it doesn’t set in. For many “seeing is believing” and until you “see” the damage that is being done then stopping your behaviour is less than likely. Tim’s video was my favourite part of the installation. Especially speaking into the clouds that I believe he said were from New Mexico. 

EDPX 3701 Digi Fab – Cultural Event #3

Kristen’s Talk

Descriptive: Kristen’s talk primarily focused on her work in wearables where she has spent time working on the idea of semi-functioning art. What I mean by that is that she makes wearables based off of a theory and the end product isn’t necessarily a “working” tool but a piece that poses a question. Some of her pieces focused on communication and how to have conversations with people without actually talking. As stated earlier the purpose for these communication-based pieces aren’t to replace talking but to have a conversation about why that would be a necessary tool in the first place. 

Reflective: What really interests me with Kristen’s work is the interactivity of the pieces. I like the idea of having a jacket or a conversation piece in the form of a necklace as an introverted person. The fact that someone would want these things to maybe exist in the world sparks up a unique conversation. I think that at first glance without knowing what the intention is for her work, the articles would be able to stand on their own. I approve! I am excited about her class net quater. 

EDPX 5100 – Grad Critique – Week 9: CSS & HTML (Continued)








Game Progress Here: 

 Formative Years

Here are some illustrations I have been working on to add to the design of the game. I am creating individual classes for the more dreamlike nodes of the game, the other “boring” choices will remain black and white.

After troubleshooting my issues with CSS, HTML, and Programming…I found a great deal of inspiration from The Temple of No. I have always been drawn to simple drawings that seem to say a lot of content. Drawing in this similar fashion of less realistic but stylized, for me, is a little more relatable to the viewer. The drawings are genderless and lack a sense of race or identity on their own, but serve as artifacts. 

These little pieces (illustrations) are meant to serve as clues to the player or for myself. I don’t know if I speak too much or too little about the memories that I have held onto as serving my own clues to trauma and the memories that might have been “good” memories that are lost because the brain cannot just pick and choose what to suppress, good memories are lumped into the traumatic memories of suppression and whole chapters are lost. When I am asked to speak about my past, I often don’t know what to say.

I’m hoping that these images will be a guide to the player like the memories themselves are for me. 

In a way, Twine is kind of a dream come true for someone who spent her undergrad studying English and art. But. I feel that I came into this program to push myself and learn new ways to create art and define my voice. SO. 

I believe there are ways to push this idea further. 

EDPX 5100 – Grad Critique – Week 8: CSS & HTML

This week I revisit Adam Hammond to relearn CSS and programming, this game keeps taking interesting turns and experimenting with it has been fun. 

I feel very limited on what I can do with CSS and HTML, but I think I can push it a little more, but first I played the game a few times and edited the story, and right now the game is only affected by the color in some of the nodes.

Formative Years_CSS

Some of the CSS effects aren’t working for whatever reason and I would like to spend more time on it, but also move forward in ways that I can. 

I started the CSS journey not entirely sure how the process of writing HTML and CSS actually would go. The basics of CSS and HTML are very easy to grasp and I am not sure how to make this blog less technical but I will try. 

I wanted to explore the color options first in a more general way. How does making the entire page black effect things more or less and how would changing that from node to node effect the experience of the player? 


At this point, the game’s story had been finished and there was a lot more to think about when designing with Twine. In order to be able to have more control over the feel of the game, the basics of CSS and HTML were needed. 

At the skill level I am at with this game, because for one it is the first time ever actualizing a space where my past would live and the first time learning about Twine and using CSS and HTML I am starting to begin to think about how to push my minimalistic approach without losing the story and its content in the process. 

Let the troubleshooting begin!

EDPX 3701 Digi Fab – Week 9 (Deciding on a Design)

This is not easy, the CNC machine feels like a fate I have to choose and no choice has a positive outcome. This could be the end of the quarter woes, but also that machine is intimidating. I’ve tried and failed, tried, failed, tried, and succeeded many time in my life in that order, but for some reason, this project seems so scary! 

I have finally decided on this design, I used a gradient to break up the detail so that the design isn’t so complex.

(My Photo)

I chose this design because it reminds me of the texture of hair, which I think is interesting because the idea of this delicate texture being carved out of something so solid reveals this duality of something delicate and the idea of something solid.

I print this weekend and am hoping for the best, I might tweak the design a little more to make it a little less complicated but, for now. I feel confident (ish) about moving forward with this design.

EDPX 3701 Digi Fab – Week 8 (Inspiration and Actualities)



England + Wales

Residents near New Mexico nuclear test site seek Obama visit


I tried to experiment with Nuclear test sites

However, I feel like if I tried to use the CNC for anyone of these that I would possibly break it. 


So, I settled on one that seemed interesting to me that involved the human figure.

There is also this one that is just s design that might come out nice. 


I wish I would have experimented with abstract designs more. Once I got a little more familiar with Blender it wasn’t too difficult to navigate through. It’s all about those little symbols and learning how to use them.

EDPX 5100 – Grad Critique – Week 7: It’s All In The Details

As I move forward in developing this game, I realized that it was missing a very important piece of a real impact of what I am really trying to make (essentially) someone to experience. 

I want my game to have a seemingly linear timeline until you get to a certain spot in the game. After you reach this point of trauma, the game acts like my brain. It starts trying to avoid certain passages. It gives you the option to skip situations but then it takes you back to a place you had originally begun.  

The only way to move forward in the game is to make choices to finally try.

However, because this is a potential art piece, should I focus on how the user would feel when trying to move forward but can’t no matter how hard they try?

Or would it be more frustrating for the user to go around in circles and then to stumble upon the “right” choice like to, “breath” and then be taken immediately to the end of the game to promote the unrealistic expectations that one puts on oneself and the stigma of society? Would that be translated?

Aesthetically, the more a word appears in the game the bigger I want it to become, it get’s so big that you can’t avoid it anymore. 

I also want to print out the map of my game because I feel that it is aesthetically interesting. If someone were to get the map along with the game would it help navigate them through these decisions faster? Give them an advantage over those who did not receive the map? 

As it is now:

Formative Years_Reflect

Things that I thought were interesting: