<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Edgar San Martin, Jr.</title><description>Thoughts, opinions, and research by Edgar San Martin, Jr.</description><link>https://www.esanmartin.com</link><item><title>The Last Two Pieces of Software Worth Making</title><link>https://www.esanmartin.com/blog/the-last-two-pieces-of-software-worth-making</link><guid isPermaLink="true">https://www.esanmartin.com/blog/the-last-two-pieces-of-software-worth-making</guid><description>Why the software I still want to make is AI and games: one to get past a limit, the other to live inside one.</description><pubDate>Fri, 09 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Most software exists to remove a constraint. A spreadsheet saves you the arithmetic. A compiler saves you the machine code. A diagnostic tool saves a doctor from guessing at a shadow on a scan. Each one takes a problem and gets you to the answer faster.&lt;/p&gt;
&lt;p&gt;AI is unusually good at that. If a question can be stated clearly enough to compute, a model can often go further than a program a small team would build for it. Science, medicine, and engineering are full of such questions. The specialized tool starts to look like a thin window over a general intelligence, and the application becomes something that intelligence does on the way to your answer. I still care about those problems. I just don’t think they need new software from me each time.&lt;/p&gt;
&lt;p&gt;Games don’t work like that.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;Two marble archways in a white gallery; one opens to empty light, one to a purple room.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1024px) 1024px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1024&quot; height=&quot;1024&quot; src=&quot;https://www.esanmartin.com/_astro/cover.BIGDvS35_Z13KMJI.webp&quot; srcset=&quot;/_astro/cover.BIGDvS35_XxnyO.webp 640w, /_astro/cover.BIGDvS35_19yiif.webp 828w, /_astro/cover.BIGDvS35_Z13KMJI.webp 1024w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Two exits.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;A game is a mix of disciplines: math, engineering, art, music, psychology. Each can be solved on its own, and AI will keep getting better at solving them. But the point of a game isn’t any one of them. It’s bringing them together into something a person feels. Same ingredients, different order, different game. Two people can finish the same one and disagree about it, and neither is wrong. There is no formula to hand off.&lt;/p&gt;
&lt;p&gt;A game is also a set of constraints. We build AI to overcome constraints. We build games to experience them. A tight jump, a small inventory, a rule you can’t break. In a tool, those are defects. In a game, they are the material, and taking them out often takes the game with it.&lt;/p&gt;
&lt;p&gt;That makes games a good vehicle for story. Telling stories is an innate human trait. Kids assign roles in a yard long before anyone hands them a screen. A film or a book tells you a story. A game’s constraints make you live it, making the choices and paying for them.&lt;/p&gt;
&lt;p&gt;Stories matter because they’re how we pass things down. Told well, they carry lessons and experiences we hope the next generation internalizes. A game can do that in a way that’s hard to forget, because the lesson was something you did.&lt;/p&gt;
&lt;p&gt;I’ll always remember Sora facing Riku one last time in Hollow Bastion in Kingdom Hearts, the first time Hades waited in the snowy courtyard for Zagreus, the first Rattata I caught on Route 1 in Pokémon LeafGreen. None of those spells out a moral on screen. They stayed because I was there.&lt;/p&gt;
&lt;p&gt;Those are the two kinds of software I still want to make. AI, because I want old limits to fall. Games, because I want to choose which limits stay, and what story gets told inside them.&lt;/p&gt;
</content:encoded></item><item><title>Level Editors: A Gateway to STEM Careers</title><link>https://www.esanmartin.com/blog/level-editors-a-gateway-to-stem-careers</link><guid isPermaLink="true">https://www.esanmartin.com/blog/level-editors-a-gateway-to-stem-careers</guid><description>Level editors often get overlooked in video games, but they’re a gateway to STEM careers. I share my favorite editors and the lessons they offer.</description><pubDate>Mon, 13 Jan 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Game development is often a gateway into STEM careers. Many dream of creating their own games but feel overwhelmed by the coding, logic, and effort involved. Many others, that dream begins long before they even know how to spell or type proficiently - skills that are needed to learn to code.&lt;/p&gt;
&lt;p&gt;Luckily, some games include level editors - tools that allow players to design and build their own levels, no code required. These editors, often added by developers to increase a game’s replayability, also give determined players a taste of what it’s like to make a game. By dragging, dropping, and experimenting - like building with Lego bricks - players can flex their creativity while they learn the basics of game design.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;A marble statue is stacking blocks. He is concentrated.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1024px) 1024px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1024&quot; height=&quot;1024&quot; src=&quot;https://www.esanmartin.com/_astro/cover.B6oThHP-_2aedwP.webp&quot; srcset=&quot;/_astro/cover.B6oThHP-_Z1nbPu6.webp 640w, /_astro/cover.B6oThHP-_Z1caUKF.webp 828w, /_astro/cover.B6oThHP-_2aedwP.webp 1024w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;One block at a time.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;lessons-level-editors-teach&quot;&gt;Lessons Level Editors Teach&lt;/h2&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Spatial Reasoning&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Level Editors allow players to think maneuver around the 2D and 3D (the X, Y, and Z coordinates, for those who now have flashbacks of math class). Players are able to think of the best place to set items and materials of various shapes and sizes around a play space.&lt;/p&gt;
&lt;ol start=&quot;2&quot;&gt;
&lt;li&gt;&lt;strong&gt;Systems Thinking&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;In a game, there are many assets, like weapons, hazards, and terrain, and they have their own properties. Some give players cool abilities while others can cause harm to the in-game player. Some assets can even interact with other assets in interesting ways. Level editors allow players to experiment and expand on their vision based on these observations.&lt;/p&gt;
&lt;ol start=&quot;3&quot;&gt;
&lt;li&gt;&lt;strong&gt;Patience and Perseverance&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;STEM can be very difficult, even to the smartest of players. However, the most important part of taking the STEM path is they’ll soldier through each hard concept and each seemingly impossible project till completion. Level Editors are a small but rewarding first project to strengthen patience and perseverance.&lt;/p&gt;
&lt;h2 id=&quot;recommended-level-editors&quot;&gt;Recommended Level Editors&lt;/h2&gt;
&lt;p&gt;Growing up, some of my favorite memories involved crafting my own levels - levels that were super hard, super unfun. Here are some of the level editors I grew up with or still enjoy today:&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;Alien Homind PDA game. A side scrolling platform game.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 333px) 333px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;333&quot; height=&quot;227&quot; src=&quot;https://www.esanmartin.com/_astro/alien-homind-pda-game-a-side-scrolling-platform.C1rh-4ov_2n6unJ.webp&quot; srcset=&quot;/_astro/alien-homind-pda-game-a-side-scrolling-platform.C1rh-4ov_2n6unJ.webp 333w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Alien Hominid: PDA Game (PS2)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Alien Hominid is one of the earliest games I remember my parents renting for me from Blockbuster. In the core game, players play as a cute, little alien whose spaceship crashed onto Earth and now must fight through the Secret Service in order to find a new spacecraft and get back home.&lt;/p&gt;
&lt;p&gt;Apart from the main game, there were also minigames, with the PDA Game being one of them. Here, players are a stickman going through single screen, 2D platform obstacle courses. Start from Point A, run, jump, defeat all the enemies to unlock the exit, and make way to Point B alive!&lt;/p&gt;
&lt;p&gt;The 200 levels alone kept me entertained as an 8-year-old, but PDA also had a level editor! The Editor was straightforward enough for my child mind to navigate comfortably and I remember fondly putting way too many blocks all over in one level, too many enemies shooting projectiles in another, and a level with as much water as possible (the stickman can’t swim). So not the best designed levels, but I enjoyed creating something I could quickly play on my PlayStation 2.&lt;/p&gt;
&lt;p&gt;Alien Hominid has since seen many re-releases on current consoles, but I can’t currently comment if the PDA Level Editor exists in those versions.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;A level of N++. Dark blue background with square yellow blocks to collect and hazards to keep you on your toes.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1920px) 1920px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1920&quot; height=&quot;1080&quot; src=&quot;https://www.esanmartin.com/_astro/a-level-of-n-dark-blue-background-with-square-ye.C5H2cKx0_Z221iwG.webp&quot; srcset=&quot;/_astro/a-level-of-n-dark-blue-background-with-square-ye.C5H2cKx0_Z1vJvj.webp 640w, /_astro/a-level-of-n-dark-blue-background-with-square-ye.C5H2cKx0_ZNEGQt.webp 828w, /_astro/a-level-of-n-dark-blue-background-with-square-ye.C5H2cKx0_JbGJ6.webp 1080w, /_astro/a-level-of-n-dark-blue-background-with-square-ye.C5H2cKx0_Z2bXbQB.webp 1280w, /_astro/a-level-of-n-dark-blue-background-with-square-ye.C5H2cKx0_Z221iwG.webp 1920w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;N++ (Switch and all modern consoles)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;This momentum based 2D platformer is addicting and the right amount of difficult. As a stickman, players go through Episodes, each episode has 5 stages players play back-to-back on a shared timer. The game has plenty of levels to keep them busy. At the end of every stage, players are told your global rank by completion time which gives them more reason to try a level again for a faster time.&lt;/p&gt;
&lt;p&gt;The level editor for N++ is simple to use and all of the levels from the base game gives players ample inspiration for stage ideas. Another plus is anyone can share their levels online with others who’ll find creative ways to speed run through their submission.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;Screenshot of a game of Ultimate Chicken Horse, chaos and four cartoon animals trying to make it through it all.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1920px) 1920px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1920&quot; height=&quot;1080&quot; src=&quot;https://www.esanmartin.com/_astro/screenshot-of-a-game-of-ultimate-chicken-horse-c.cPk6ai2c_HhcOL.webp&quot; srcset=&quot;/_astro/screenshot-of-a-game-of-ultimate-chicken-horse-c.cPk6ai2c_2a5nNe.webp 640w, /_astro/screenshot-of-a-game-of-ultimate-chicken-horse-c.cPk6ai2c_grXqu.webp 828w, /_astro/screenshot-of-a-game-of-ultimate-chicken-horse-c.cPk6ai2c_ZaQCfW.webp 1080w, /_astro/screenshot-of-a-game-of-ultimate-chicken-horse-c.cPk6ai2c_25vhxW.webp 1280w, /_astro/screenshot-of-a-game-of-ultimate-chicken-horse-c.cPk6ai2c_HhcOL.webp 1920w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Ultimate Chicken Horse (Switch and all modern consoles)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Ultimate Chicken Horse is a multiplayer game that makes level editing the core gameplay loop.&lt;/p&gt;
&lt;p&gt;Players and up to four friends at the start of each round choose from a random bunch of items, hazards, and platforms and place them wherever on the stage. Players aim to balance reaching the goal easy enough to complete the stage but hard enough so not everyone survives.&lt;/p&gt;
&lt;p&gt;The game is full of chaos from the loads of stages to unlock and the amount of randomness ensures no two games are ever alike. It also comes with a non-competitive stage editor so players can create whole levels and then &lt;em&gt;try&lt;/em&gt; to beat them.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;A level editor with a low resolution drawing of a plumber in green overalls&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 300px) 300px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;300&quot; height=&quot;169&quot; src=&quot;https://www.esanmartin.com/_astro/a-level-editor-with-a-low-resolution-drawing-of.0s-JhHng_1KVt0B.webp&quot; srcset=&quot;/_astro/a-level-editor-with-a-low-resolution-drawing-of.0s-JhHng_1KVt0B.webp 300w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Super Smash Bros Ultimate (Switch)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Smash Bros&lt;/em&gt; is a game series known for its 2D platform fighting and its celebration of all video games, with &lt;em&gt;Smash Bros Ultimate&lt;/em&gt; boasting countless video game characters across the decades, franchise, and platforms.&lt;/p&gt;
&lt;p&gt;Their level editor amounts to just building platforms for players to fight on, but it gives creators the freedom to build their very silly and downright broken (but hilarious) battlefields. It also gives design practice on a platform fighter as the stage editor allows players to test various layouts to experiment and see for themselves which are the best for certain fighting styles, and which are not.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;A level editor of an overheard, tiled map of a dungeon. There are monsters and hazards all over the place.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1920px) 1920px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1920&quot; height=&quot;1080&quot; src=&quot;https://www.esanmartin.com/_astro/a-level-editor-of-an-overheard-tiled-map-of-a-du.ChQzKGpJ_UNihs.webp&quot; srcset=&quot;/_astro/a-level-editor-of-an-overheard-tiled-map-of-a-du.ChQzKGpJ_QsRbE.webp 640w, /_astro/a-level-editor-of-an-overheard-tiled-map-of-a-du.ChQzKGpJ_Z129xb5.webp 828w, /_astro/a-level-editor-of-an-overheard-tiled-map-of-a-du.ChQzKGpJ_2EsbJ.webp 1080w, /_astro/a-level-editor-of-an-overheard-tiled-map-of-a-du.ChQzKGpJ_2j2n0D.webp 1280w, /_astro/a-level-editor-of-an-overheard-tiled-map-of-a-du.ChQzKGpJ_UNihs.webp 1920w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Super Dungeon Maker (Switch and PC)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Super Dungeon Maker&lt;/em&gt; gives Zelda and top-down adventure fans a level editor so they can easily create their own treacherous dungeons.&lt;/p&gt;
&lt;p&gt;The tutorial is informative and gives a short but sweet showcase of the sort of dungeons players can design with the game’s editor.&lt;/p&gt;
&lt;p&gt;Though &lt;em&gt;Super Dungeon Maker&lt;/em&gt; accomplishes their goal, the cluttered interface and limited and tools leaves players wanting more from this experience. These limitations can foster creativity, and limitations are part of the game development process.&lt;/p&gt;
&lt;h2 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;/h2&gt;
&lt;p&gt;Here are some other level editors worth mentioning. I either haven’t personally used them, they aren’t built into the base video game, or I find them too advanced compared to the ones listed earlier. That said, each of these tools demonstrates the creativity and problem-solving skills level editors can inspire.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://www.roblox.com/&quot;&gt;&lt;strong&gt;Roblox&lt;/strong&gt;&lt;/a&gt;, &lt;a href=&quot;https://www.minecraft.net/en-us&quot;&gt;&lt;strong&gt;Minecraft&lt;/strong&gt;&lt;/a&gt;, &lt;a href=&quot;https://www.fortnite.com/&quot;&gt;&lt;strong&gt;Fortnite&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(Most modern consoles)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;These three games dominate the modern gaming landscape for kids and teens. Their appeal lies in the total freedom to create and play unique experiences. From building intricate worlds in &lt;em&gt;Minecraft&lt;/em&gt; to scripting advanced experiences in &lt;em&gt;Roblox&lt;/em&gt; or designing custom maps in &lt;em&gt;Fortnite Creative Mode&lt;/em&gt;, these platforms allow players to express themselves while picking up valuable skills like logic, design, and even basic coding for more advance customization.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://supermariomaker.nintendo.com/&quot;&gt;&lt;strong&gt;Super Mario Maker 2&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(Switch)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Everyone knows Mario, whether or not they’ve played a game he’s starred in. &lt;em&gt;Super Mario Maker 2&lt;/em&gt; makes designing 2D Mario levels fun and approachable, with its intuitive drag-and-drop tools and an impressive variety of features, items, and enemies to choose from. Whether you’re creating challenging stages for friends or paying homage to your favorite Mario games, it’s a playful and creative experience for all ages.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://www.nintendo.com/us/store/products/game-builder-garage-switch/?srsltid=AfmBOoowbyVaVs3ZlgTjFHzPrpa66v4hO06MslRKF00IB9dSdvGddhXZ&quot;&gt;&lt;strong&gt;Game Builder Garage&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(Switch)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;More than just a level editor, &lt;em&gt;Game Builder Garage&lt;/em&gt; introduces players to visual programming in a fun and approachable way. With its detailed tutorials and accessible interface, it teaches players how to think like a programmer and design their own games from scratch. All this makes it a perfect first step into game development.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/app/1243150/Mr_Maker_3D_Level_Editor/?curator_clanid=37771257&quot;&gt;&lt;strong&gt;Mr. Maker 3D Level Editor&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(PC)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Nintendo fans have long dreamed of a &lt;em&gt;&lt;strong&gt;3D&lt;/strong&gt;&lt;/em&gt; &lt;em&gt;Super Mario Maker&lt;/em&gt;, and &lt;em&gt;Mr. Maker 3D Level Editor&lt;/em&gt; offers a small glimpse of what that could look like. While it’s a limited tool compared to official Mario games, it’s a fascinating experiment in 3D level design. The game gives players the opportunity to create simple 3D platforming levels, although it lacks the polish and depth of more advanced tools. A Switch port was planned but, unfortunately, appears to have been canceled, leaving PC as the only platform to experience it.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/app/57300/Amnesia_The_Dark_Descent/&quot;&gt;&lt;strong&gt;Amnesia&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(Switch and PS4)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Known for its tense atmosphere and psychological scares, &lt;em&gt;Amnesia&lt;/em&gt; also allows players to create their own terrifying experiences through its modding tools. While it requires more technical know-how than traditional level editors and interested modders have to install a separate program on their computer, it’s a great option for horror enthusiasts to craft chilling, custom maps and share them with the community. It’s a fantastic way to blend creativity with the art of storytelling in a survival horror setting.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/agecheck/app/2280/&quot;&gt;&lt;strong&gt;Doom&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(Everything, even a PDF file)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The boomer shooter classic &lt;em&gt;Doom&lt;/em&gt; is famous not only for its fast-paced gunplay but also for its rich modding scene. With beginner-friendly level editors and a high skill ceiling, &lt;em&gt;Doom&lt;/em&gt; invites players to create their own intense maps. The game’s modding community is legendary, and players can find or create custom WADS (map files) ranging from simple to utterly stunning. Some WADS are so creative and detailed they rival professional-level design. &lt;em&gt;Doom&lt;/em&gt; is an excellent introduction to level editing.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/agecheck/app/2310/&quot;&gt;&lt;strong&gt;Quake&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;(Switch and all modern consoles)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Another classic from Id Software (and one of my favorite games), &lt;em&gt;Quake&lt;/em&gt; combines an oppressive atmosphere with fast, satisfying combat. For those ready to try their hand at level design, tools like TrenchBroom make it easy to craft your own heart-pounding arenas. While creating custom maps for &lt;em&gt;Quake&lt;/em&gt; requires a bit more technical skill than modern level editors, it’s incredibly rewarding and opens the door to crafting tightly designed, action-packed experiences.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;final-thoughts&quot;&gt;Final Thoughts&lt;/h2&gt;
&lt;p&gt;Level editors are marvelous programs. For many players, they’re a first step into game design and even a full-on career in STEM, offering a chance to develop spatial reasoning, systems thinking, and patience and perseverance. Whether you’re building your dream house in &lt;em&gt;Minecraft&lt;/em&gt;, making a level no one can beat in &lt;em&gt;Ultimate Chicken Horse&lt;/em&gt;, or creating your own map in &lt;em&gt;Quake&lt;/em&gt;, these tools inspire curiosity.&lt;/p&gt;
&lt;p&gt;Even if they don’t lead to a STEM career, the level editors teach lifelong lessons to those who take the time to explore them. So, next time you pick up a game with a level editor, give it a try!&lt;/p&gt;
&lt;p&gt;You might discover your own passion for building.&lt;/p&gt;
</content:encoded></item><item><title>Character Arc Sins</title><link>https://www.esanmartin.com/blog/character-arc-sins</link><guid isPermaLink="true">https://www.esanmartin.com/blog/character-arc-sins</guid><description>On my thoughts on bad characters in stories today, what makes a character bad, and some tips on writing a good character. For my own sanity, I want better stories.</description><pubDate>Sun, 12 Jan 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;You can’t write a sprawling adventure or an engaging story without compelling characters. Good stories have characters with unique yet relatable struggles. Take &lt;em&gt;Finding Nemo&lt;/em&gt;, for example. Marvin the Clownfish’s anxiety and trauma propel him on a journey to rescue his son. Though his story is confined to whatever can and does happen in the Big Blue, his fears of losing loved ones and protecting those he still has are universal.&lt;/p&gt;
&lt;p&gt;Good characters don’t just drive the story forward, they resonate with us, leave us with lessons, and make us feel emotions we never forget. But often, particularly in modern storytelling, bad character writing ruins this magic.&lt;/p&gt;
&lt;p&gt;Sometimes, the issues are obvious, as in Sony’s &lt;em&gt;Madame Web&lt;/em&gt;, where flat, uninspired characters drag the story down by acting in strange ways. Other times, they creep into even critically acclaimed series like &lt;em&gt;Arcane&lt;/em&gt; Season 2, where inconsistent motivations or abrupt changes in behavior create a cascading failure that derails the story’s direction and quality.&lt;/p&gt;
&lt;p&gt;As a writer, nothing frustrates me more than these recurring character arc sins. Below, I’ll list them so you can be aware and craft better characters.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;A marble statue with a purple robe looks down at a golden mask.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1024px) 1024px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1024&quot; height=&quot;1024&quot; src=&quot;https://www.esanmartin.com/_astro/cover.DepQFJS5_1YM0pi.webp&quot; srcset=&quot;/_astro/cover.DepQFJS5_23AOt4.webp 640w, /_astro/cover.DepQFJS5_2eBJcu.webp 828w, /_astro/cover.DepQFJS5_1YM0pi.webp 1024w&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;In your image.&lt;/em&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;They Act Stupid for the Plot&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Say you have a mechanic in a horror story whose car breaks down in the middle of nowhere. He doesn’t have any tools with them, his phone is dead, so he waits for a passing vehicle. A stranger stops by, picks him up, and later kills him in an undisclosed location.&lt;/p&gt;
&lt;p&gt;Did you catch what he did wrong? He didn’t bring tools, didn’t try to fix his car, and apparently, he didn’t have a phone. The mechanic acts in a way that contradicts his defining trait: being a mechanic. He might as well have been a traveling clown, and the story wouldn’t change.&lt;/p&gt;
&lt;p&gt;Readers will notice when a character’s actions contradict their traits, and this inconsistency pulls them out of the story. Let your characters behave naturally, let the plot mold around their actions, and your story will feel more authentic and engaging.&lt;/p&gt;
&lt;ol start=&quot;2&quot;&gt;
&lt;li&gt;&lt;strong&gt;They have a “Twin”&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Not a literal twin, but two or more characters who play similar roles or have nearly identical personalities. Redundant characters bloat the story and weaken its impact.&lt;/p&gt;
&lt;p&gt;For example, imagine a story with a cast of characters, two of which are “the funny one” but lack other distinguishing traits They may have great chemistry and conversations with each other, but most people have great conversations with themselves. This chemistry would be even better with another character in the cast, and it’ll better the overall character dynamics.&lt;/p&gt;
&lt;p&gt;Every character should serve a unique purpose. If two characters feel interchangeable, consider merging them into one with more depth and complexity.&lt;/p&gt;
&lt;ol start=&quot;3&quot;&gt;
&lt;li&gt;&lt;strong&gt;They are Likeable for No Reason&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Sometimes, stories feature characters with unlikable traits - arrogance, selfishness, or cruelty -who are inexplicably adored by everyone around them. This is unrealistic.&lt;/p&gt;
&lt;p&gt;For instance, imagine a protagonist who constantly belittles others but is somehow beloved by every character in the story. Readers won’t buy this unless there’s a compelling reason. Like, perhaps the character secretly helps others or has charisma that makes them irresistible. Or maybe the “friends” that surround them likes whatever benefits they get from tolerating them.&lt;/p&gt;
&lt;p&gt;Unlikeable characters can still be compelling if their flaws are balanced by redeeming qualities or satisfying arcs. Make sure the story acknowledges their flaws and give other characters realistic reasons for tolerating or admiring them.&lt;/p&gt;
&lt;ol start=&quot;4&quot;&gt;
&lt;li&gt;&lt;strong&gt;They Never Face the Consequence of their Actions&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;In real life, people often deal with mistakes or regrets privately, but their choices still affect their lives. Similarly, your characters don’t need to broadcast their struggles, but their actions should shape their journey.&lt;/p&gt;
&lt;p&gt;For example, if a character loses someone they love, show how that loss affects their decisions, relationships, or emotional state. Even subtle hints can add depth and make their story more impactful.&lt;/p&gt;
&lt;p&gt;Characters should face the emotional or practical consequences of their actions, even if those consequences are subtle. This makes them feel more real and their journey more meaningful.&lt;/p&gt;
&lt;ol start=&quot;5&quot;&gt;
&lt;li&gt;&lt;strong&gt;They let the Story Happen to Them&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Passive characters who meander through the plot make a story feel weak.&lt;/p&gt;
&lt;p&gt;For example, imagine a fantasy protagonist who spends the entire plot being dragged from one fetch quest to the next by other characters. Readers will quickly lose interest of the repetition and will notice the main character isn’t doing anything that meaningfully affects the story.&lt;/p&gt;
&lt;p&gt;Ask yourself: Is my protagonist actively pursuing their goals?&lt;/p&gt;
&lt;p&gt;If not, what can they do to drive the story forward? Active characters are memorable because their choices, and not just the events around them, determine the direction of the story.&lt;/p&gt;
&lt;p&gt;One or more of these sins often plague characters in bad stories. These mistakes are rarely deliberate. They mostly stem from rushed or overly surface-level writing. But there are always more interesting ways to fix these issues. With effort and introspection, writers can create characters that not only enrich the story but also take it in unexpected and compelling directions.&lt;/p&gt;
&lt;p&gt;Many of these sins also come from inexperience. New writers often rely on their favorite movies, games, or well-known tropes when imagining their characters. For example, they might think their hero needs to be strong, funny, universally liked, and effortlessly cool. These surface traits become the foundation, and only later (if at all) do they try to fit a backstory or emotional depth around them.&lt;/p&gt;
&lt;p&gt;So, how does one gain the experience needed to avoid these pitfalls? The short answer is to live and write more. Pay attention to the nuances of people, relationships, and motivations in the real world. Practice writing characters who feel just as complex. A deeper exploration of this is beyond the scope of this blog post, but the key is to remain curious, introspective, and open to growth as a writer.&lt;/p&gt;
&lt;p&gt;Stay mindful of these character arc sins, and you’ll be on your way towards writing better characters. And better characters make better stories.&lt;/p&gt;
</content:encoded></item><item><title>Journal Every Day to Let Go of Perfectionism</title><link>https://www.esanmartin.com/blog/journal-every-day-to-let-go-of-perfectionism</link><guid isPermaLink="true">https://www.esanmartin.com/blog/journal-every-day-to-let-go-of-perfectionism</guid><description>My journey journaling every day, what&apos;s stopping writers from doing what they love, and a few writing prompts to keep you going when you are trying to journal.</description><pubDate>Sat, 11 Jan 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;In 2024, I finally picked up an old pocket notebook cluttering my bedroom for years. Since then, I wrote in that notebook every day, no matter what. I filled an entire page - front and back.&lt;/p&gt;
&lt;p&gt;Three journals later, this simple habit has become both a catalyst for my growth and, admittedly, another source of anxiety. Despite this, I know I’ll write a page a day until the day that I die.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;A purple statue is journaling in a white room. Cracks are forming on his chest.&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1024px) 1024px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1024&quot; height=&quot;1024&quot; src=&quot;https://www.esanmartin.com/_astro/cover.BpLDuKki_Z1cPESQ.webp&quot; srcset=&quot;/_astro/cover.BpLDuKki_ZuN0ng.webp 640w, /_astro/cover.BpLDuKki_ZjM5DP.webp 828w, /_astro/cover.BpLDuKki_Z1cPESQ.webp 1024w&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;why-you-should-write-every-day&quot;&gt;Why You Should Write Every Day&lt;/h3&gt;
&lt;p&gt;Everyone should set aside a few minutes to write every day. Not because it’s trendy or because I think we all need to strive to write the next &lt;em&gt;Crime and Punishment&lt;/em&gt;. No. Everyone should write because writing is a powerful tool for self-introspection.&lt;/p&gt;
&lt;p&gt;Writing is known for its many health benefits, from reducing stress to improving mental clarity. On top of that, though, &lt;em&gt;what&lt;/em&gt; you choose to write helps you understand yourself. But the &lt;em&gt;quality&lt;/em&gt; of your writing shouldn’t be the focus.&lt;/p&gt;
&lt;h3 id=&quot;letting-go-of-perfection&quot;&gt;Letting Go of Perfection&lt;/h3&gt;
&lt;p&gt;When I sit down or take a short walk to write, there’s often a voice in my head whispering, &lt;em&gt;Make it perfect. Write the best thing ever.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Sure, it’s a nice idea. Imagine every word perfectly chosen. Every thought perfectly well-researched, every argument tied up to perfection.&lt;/p&gt;
&lt;p&gt;How exhausting does that sound? How long do you think it would take to write like that every day?&lt;/p&gt;
&lt;p&gt;It’s no wonder so many writers never start.&lt;/p&gt;
&lt;p&gt;What I’ve discovered is that writing daily isn’t about perfection - it’s about practice. When you commit to writing something each day, you learn to embrace the messiness of your own thoughts. Thoughts, after all, are rarely polished or organized. They’re chaotic, imperfect, and sometimes entirely incoherent. And that’s okay.&lt;/p&gt;
&lt;h3 id=&quot;so-what-do-you-write-about&quot;&gt;So, What Do You Write About?&lt;/h3&gt;
&lt;p&gt;What to write is the hard part of writing every day. That’s why I keep a growing list of prompts (in my head) to fall back on when I’m stuck. Here are some:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;What quote did I like today? Why?&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;What’s a business idea I’ve been thinking about?&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;What scared me today?&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Write from the POV of a stranger.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Spend one minute writing nonstop, let your thoughts flow incoherently.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;What’s a future plan I’m excited about? What can I do now to get there?&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;My reaction to something I saw on YouTube or anything I’ve watched or listened to.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;What am I worried about right now?&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Describe a detailed observation of something that caught my eye today.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;What lessons did I learn today, and how can I apply them to my skillset?&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Most of my journals are filled with these kinds of things on bullet points. They’re not fancy. They’re not even particularly profound (I’ve written so much about fried chicken). But they serve a purpose: they keep me writing.&lt;/p&gt;
&lt;h3 id=&quot;writing-as-a-daily-practice&quot;&gt;Writing as a Daily Practice&lt;/h3&gt;
&lt;p&gt;Over the past year, I’ve noticed a surprising shift in how I approach writing. In the beginning, I was so caught up in the idea of producing something “worthy” that it often paralyzed me. But as I’ve filled my pocket notebooks, I’ve realized that writing doesn’t need to capture a perfect reflection of myself.&lt;/p&gt;
&lt;p&gt;The end product of writing we typically imagine - something polished, edited, and ready to share with the world - &lt;em&gt;is&lt;/em&gt; important. But that’s not what &lt;em&gt;daily journaling&lt;/em&gt; is about. Daily journaling is about showing up for yourself, not caring about being perfect. It’s about capturing your thoughts onto paper and letting whatever’s inside you spill out.&lt;/p&gt;
&lt;p&gt;The only purpose of a first draft is to exist.&lt;/p&gt;
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