she/they/it // disabled personal trainer, luddite game dev, walking oxymoron

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Joined 2 years ago
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Cake day: July 2nd, 2023

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  • It’s working out great! I’ve been openly polyamorous for a few years now. Romantically engaging with multiple people has allowed for the longest-running, most secure relationships I’ve ever had, with basically no downsides except the fuCKING work. It complicates the logistics (my shared calendar is a nightmare) as well as the emotions. (recognizing when I am jealous is a nightmare)

    But the payoff is so worth it. We make the best use of the time we have together, because we have to. We communicate effectively, because we have to. Through many intersecting relationships with appropriate boundaries we’ve weaved a cohesive family unit, one that achieves a lot of mutual aid needs around housing, food, and mental health support among local queers. I’ve grown a lot as a person through having to communicate my insecurities, sort out my trauma, and think more clearly about the people in my life.

    I think some people on the internet have heard of insane polycule drama at some point and declared it categorically unapproachable. But idk, we don’t write off monogamous relationships because a cousin’s friend’s marriage exploded. Polyamorous relationships run the same spectrum of great to dogshit, but with less rules that monogamous relationships demand, we have so much more flexibility to solve problems when they come up.



  • I crunched like hell in my mid 20s on a live service game that I enjoyed playing, was well loved and consistently played by a few fans, and had a few unique ideas in its niche. I gave up a lot of life for that game to see the light of day, under extremely tight timelines and wavering support from a flakey publisher.

    It lasted less than a year in release because of a few mistakes in early access and it inhabited a saturated market that seems near impossible to penetrate now. The console ports that caused the worst months of the crunch never even saw a release.

    Me and the rest of the devs would love to just play the game again, but the game’s kinda just rotting somewhere in storage of a publisher that long ago tried to pivot toward NFT/metaverse bullshit, to predictable results. Outside of a few early playtest builds a few people have (and definitely aren’t supposed to) we have basically no way of playing it ourselves, much less letting others play it. We couldn’t even get much approved to show in a portfolio once the studio closed and the assets went to the publisher. It makes me really sad and I’m no longer in game dev / tech at large professionally for that reason. This story is not unique, this is pretty much just how the industry works and devs near-universally feel screwed over by it.




  • This was one of the more baffling experiences in coming out - seeing some of the most scientifically minded, media literate people I know suddenly shut off all of those instincts when they encountered “the trans debate.” Like someone with a healthy amount of skepticism around statistics linking me bullshit “average number of sexual partners” figures from a conversion therapy lobbying group. Or someone with an active dislike of sports suddenly deciding that the sanctity of women’s sports is more important than their relationship with their daughter.

    The best explanation I’ve been able to come up with is that gender is regimented by complex trauma, often when we are children, and these are the types of cognitive distortions that occur when we’re in fight-flight-freeze-fawn responses. Flashbacks are often thought of as vivid sensory experiences i.e. re-experiencing the traumatic event, but it’s a spectrum of responses. Many are more subtle and feel extremely normal in the moment, while our ability to reason is actually overtaken by our need to feel safe in the face of a perceived threat.

    I think this kind of statistics vomit can sometimes be a “flight” response to a perceived threat of someone being trans in proximity to them. Flight responses are characterized as attempting to avoid a threat by throwing oneself into action not to overcome, but escape the threat. Perhaps a wall of text with nuanced-and-reasoned set dressing and lots of links and numbers feels like a wall between them and “the problem.”



  • definitely seconding this - I used it the most when I was using Unreal Engine at work and was struggling to use their very incomplete artist/designer-focused documentation. I’d give it a problem I was having, it’d spit out some symbol that seems related, I’d search it in source to find out what it actually does and how to use it. Sometimes I’d get a hilariously convenient hallucinated answer like “oh yeah just call SolveMyProblem()!” but most of the time it’d give me a good place to start looking. it wouldn’t be necessary if UE had proper internal documentation, but I’m sure Epic would just get GPT to write it anyway.