every single post on this site – in chronological order

  • Upside Down Crystal Island


    Watercolour and gouache and pencil crayon.

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  • Amethyst Crystal Island


    Watercolour.

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  • Misty Crystal Island


    Watercolour.

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  • The Ghost Houses of Phylinecra is a system-agnostic, story-heavy dungeon crawl about a community recovering after disaster, and how a goddess might try to understand mortal grief.
    The village of Phylinecra was a tight-knit community of artists and creatives, until it suffered a devastating flood. In the aftermath, as the survivors try to salvage their lives and their homes, a strange force traps several people in crystalline, house-shaped sarcophagi, compounding the natural disaster with a supernatural one. Rescuing their friends from the ghost houses will require players to venture to the Blessed Isle and from there, down into the Red Caves, where they must solve the mystery of the Goddess herself.
    GM and players will work together to build a unique version of Phylinecra and a unique Goddess for their quest. This adventure will run between 1-3 sessions, and includes instructions for shortening or lengthening play time.
    Content notes: community grief, death of loved ones, acceptance of death, metaphorical depictions of decay, survivors guilt
    The zine of The Ghost Houses of Phylinecra includes:
    • the full adventure
    • nine black and white interior illustrations
    • two player facing black and white maps
    • seven paper insert forms to record player answers to worldbuilding and group relationship questions
    The pocket pack of The Ghost Houses of Phylinecra includes:
    • the zine
    • the seven paper forms
    • two tabloid sized chiffon colour maps
    • a cursed pencil
    • twelve mini crystal tokens
    • all tucked into a 9 x 4″ custom printed canvas pencil case
    • a PDF of the zine
    • print & play versions of the black and white maps
    • print and play version of the paper forms
    • screen-ready colour maps for online play

    If you’re interested in reviewing this adventure, please get in touch at shel at portablecity.net !

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  • This illustration has been painted for Joshua A. C. Newman’s game The Bloody-Handed Name of Bronze, and features characters from a short story I wrote for the text. It was painted on an 11 x 14″ piece of Arches 140lb Hot Press watercolour paper, using W&N and Daniel Smith watercolour pigments, and a little metallic gouache.

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  • Forest Adventurers – Watercolour Illustration


    Drawn from memories of new growth in forests recovering from floods, making use of Windsor & Newton and Daniel Smith watercolours. Pigments used include green apatite genuine and fuchsite, adding a shimmer to the painting in person.

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  • Breathing Crystal Island


    Watercolour. Done in a sort of exploratory process inspired by Stephanie Law’s watercolour demos.

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  • Level Eater Identity Magic Portal Illustration


    Level Eater Identity Piece, created from a list of evocative props and mood descriptions for use in bespoke, event-specific character sheet journals.

    Level Eater Identity

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  • Last Wednesday I played Night Forest with the excellent folks at Dames Making Games, here in Toronto, and we had a wonderful time with it! I thought I’d do a quick post about our experience and things I learned from the experience! If you attended, please feel free to add your thoughts in the comments, I always want to hear them.

    First up: playing with candles is wonderful, but they work only under very controlled conditions. In our case, despite everything else being in outer favor, the faint breeze kept blowing them out. Folks spent maybe half the time trying to relight theirs. That said, having a tactile object that requires some care-taking honestly probably helped everyone get past their awkward first instincts and gave hands something to do while cards were mulled over. It was also a great common ground for everyone.

    We played in a public park in downtown Toronto, so it was not a private space and we weren’t alone – but all the one-to-one conversations still had an aura of intimacy over them that created some immersion, despite the noise and distractions.

    Now for my hacks and edits:

    Firstly, I feel very strongly that safety and consent are core to community gaming, and we started our session by getting everyone to submit their hard lines – content they did not want in the game at all. We also gave every player an x-card.

    What I call hard lines are from Lines and Veils, though you’ll find similar tools under other names in Microscope and other games. I use the anonymous index card submission method now, and compile a list myself from the players’ cards, so there’s no individual pressure.

    Night Forest has a group-reading of the instructions built in, and these also highlight and prioritize player comfort, which is part of why I chose this game for community play.

    But back to my hacks: the other thing I came prepared to add, after some reflection and based on what I know of this community, was the loosest setting framework, encouraging folks to extend their storytelling into the far future. This gave folks the option of obvious fiction.

    Then as a group we identified an additional thing needed for playing in the small public park – clear body language signals to differentiate between contemplating a new card and being ready to share stories. We also very quickly talked about storytelling: structure and length. This game is immensely hackable – but part of its magic is the huge open spaces the base game leaves for players to explore. I didn’t want to close that off at all if I could avoid it.

    Sidenote: Evan Torner was talking about elliptical play the other day on Twitter, and I think it’s a concept that might tie into the huge spaces Night Forest leaves in the larger narrative. Something to mull over if you play it!

    So we played with guttering candles and cellphone flashlights and skateboarders around us and folks: it was still so magical!

    There was a point when I turned around after telling a story and found 5 ghosts silently listening behind me and it was SPOOKY.

    All in all, I highly recommend playing. The cards are beautiful and the art in them is so evocative and surprising; the structure creates a powerful sense of intimacy even in public places; the compartmentalization of the shared experience builds but also prevents consensus. Two spooky thumbs up!

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  • Graphic Crystal Islands


    Painted in procreate with the gloriously textured pastel brushes from MaxPacks.

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  • Neon Cosmic Crystal Island


    Painted in gouache on wood panel.

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  • Urban Corruption Crystal Island


    Painted in gouache on wood panel.

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  • This piece was created as the front cover illustration for The Ghost Houses of Phylinecra, an RPG adventure about the strange processes of grief in a disaster-struck community. This piece was drawn initially in pencil on Arches cream rag paper, then scanned and digitally coloured.

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  • Wolfspell, a project I’m illustrating, is on Kickstarter right now, but only until the evening of February 3rd! I want to share a little of what makes this project feel special to me.

    Wolfspell is a tabletop roleplaying game by Epidiah Ravachol, whose name you might know from the epic storytelling game Swords Without Master, or the Jenga-powered horror game Dread. Epidiah’s Wolfspell is a game where you tell the stories of rogues, adventurers, warriors and travelers who have been turned into wolves and must achieve their vengeance, source their treasure, or escape their fate as wolves before they can return to their human forms.

    As a player in Wolfspell, you are torn between your wolf side and your human side, pitting a wolf die against a blood die on every roll. Working as a pack will keep you safest; a lone wolf might not survive to tell their tale.

    As the GM in Wolfspell you are called Winter, and you bring your wrath down on those who have earned it through failed rolls and dangerous choices, while you add challenges, magic and snow to your players’ story.

    This game feels epic and haunting to play; communicating through the language and senses of wolves adds a flavour of strangeness and surprise to already solid sword and sorcery tales. As a sword and sorcery fan, and a person who is deeply interested in animal intelligence and communication, this game would have my number no matter what!

    But it’s not just that I’m excited for it to exist – it’s not even just that I’m excited that I get to illustrate the cover! It’s extra, extra special because Epidiah had decided that we are going to publish this game as a tri-fold LP case.

    (the art is not finished, stay tuned to see the polished final image!)

    You know, the sort of thing you might find holding a double album, back in the days of vinyl. Specifically, the format that gave us some of the most definitive examples of epic magical realism in illustration. The sort of enormous canvas given to folks like Roger Dean and Rodney Matthews. I’m going to be painting one of those!

    I’m a sucker for finding musical parallels to other things I enjoy, so using the format to draw a line between this wonderful RPG and the experience of an epic double album just gives me goosebumps!

    If all this has you intrigued, don’t delay – check out the Wolfspell kickstarter right here!

    And if you’re already a fan of wolves and epic music, let me know below what songs or albums you’ll put on when you play Wolfspell!

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  • Harlequin Forest Sorcerer Painting


    Watercolour and pencil crayon, inspired by one of my favourite Opeth songs:

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  • Lammergeier Rider Drawing


    posted to:

    Graphite on printer paper, 11 x 17″.

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  • Classical Crystal Island


    Speedpaint sketch exercise; digital.

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  • Rhodonite Wings Crystal Island


    Gouache on paper.

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  • Crystal Island Shop


    Gouache on bristol.

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  • Full Colour Yellow King RPG Book Illustration


    This illustration was drawn for Robin Laws’ Yellow King RPG‘s Paris book, featuring a Carcosan take on the Parisian Opera Ghost, sailing on Lake Hali beneath the Garnier Opera House. It was created in watercolour and coloured pencil, and took inspiration from the art of the era, including the symbolist and late romantic painters, as well as sculpture and poster design.

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  • I adored Annihilation‘s visual approach (among so much of it, gosh I just adored it overall really!) but as we walked out of the theatre, Matt and I realized we’d seen a similar visual theme at work elsewhere: at the MAC (Musée d’Art Contemporain in Montreal) when we caught a career-spanning solo show of David Altmejd’s work. I’m going to share here with you some images from both, because I think the interplay is really neat!

    For the record, the images below are going to flirt with body horror in a big way.

    First off, let’s look at some key scenes of Annihilation (click to see the source file larger):

    Now, let’s admire some of David Altmejd’s work:

    Let’s take a good look at some of his figurative stuff:

    And for one final comparison, let me share with you the close-up concepts of the horrifying bear’s head in Annihilation:

    And a few final pieces of Altmejd’s that really heck me up:

    I’m not crying theft here – I’m just always delighted to find themes, and for anyone who loved the visuals of Annihilation, the art world does actually hold interesting and relevant art for you!

    Thanks for your time! Comments are open!

    3 responses to “Annihilation and David Altmejd – an aesthetic of evolution, transformation, horror and beauty (TW: body horror)”
    1. Tom Findrik Avatar

      Totally agree,,,,,,,resemblance is stunning,,,,,,,coincidence ?Yes and no.
      Artists are creatures indeed.

    2. Gillian Avatar

      Darn, this is great work! Going to bookmark this artist. Hope I can see them in person some day.

      1. Shel Kahn Avatar
        Shel Kahn

        I would go back to see his work again on a dime! Def let me know if you see there’s an exhibit coming!

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  • Inktober 2018


    I took it as an excuse to draw my own characters for a month straight, using preprocessed rag paper I tore down to size and a limited set of art supplies:

    Those waterbrushes are filled with different dilutions of sumi ink, making it fun and easy to do greyscale washes.

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  • I had the good luck, back in 2016, of being part of the excellent team making Numizmatic Games’ Nintendo Switch release Light Fingers, as the concept artist, and one of my favourite parts of the whole project was designing the game board!

    You can see the final board here in motion; my concept design process follows:

    We planned out the board from a distance first:

    Once we had a better idea of what the zoomed-out view would feel like, we started to fine tune – and to come up with different types of tiles:

    Then I created a rough version of the board’s mockup – a kind of visual menu folks could pull asset categories from. This isn’t mean to look like the final game board, but more to guide folks creating that board:

    With approval on this, I tightened up the drawing, flatted it (filled it with temporary colours), and then we tested a LOT of different colour schemes:

    This is the final game board mockup I left with the Numizmatic crew:

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  • Curse of the Goddess Illustration


    Illustrated for 13th Age Glorantha, featuring historically inspired clothing, weapons and accessories. Drawn with graphite and painted digitally.

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  • After and Before Crystal Islands


    Watercolour on cream rag paper.

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