Author: sl△sh

  • translation work: the idolm@ster one for all (PS3)

    helped participate in an unofficial fan-led project to translate OFA from the original japanese into english. i was specifically was in charge of translating the base game and additional DLC campaign route scripts for one of 13 characters, Yayoi Takatsuki.

    was also tasked with translating and typesetting graphics and other in-game UI elements, including but not limited to menu assets and in-game tutorial guides. collaborated with other contributors to help decide on general flavor text.

    the project website can be found here.


    (here’s to hoping this shows enough overseas interest to get b*ndai n*mco to provide better support for fans outside of japan 🙏)

  • postcard for a coworker’s last day

    personal project for a coworker’s last day. took a couple of her catchphrases and turned it into a framed postcard print as a goodbye present.

    i couldn’t decide at the time which one worked best but looking back at it now years later, i would’ve just stuck to the one that’s in the frame. (the second one was included, just behind the main one inside.)

    made in Photoshop CC 2019.

  • HE/US by The New Art Collective

    final project for my “Distribution of Literature” workshop during my undergrad senior year at UCSD. overseen by Lorena Gomez Mostajo, we dissected Carrión’s “The New Art of Making Books” and created a visual chapbook with our reinterpretations.

    for the assignment, we had to pick one quote from Carrión’s work to respond to. i chose the following:

    “In the new art you write ‘I love you’ being aware that we don’t know what this means. You write this phrase as part of a text wherein to write ‘I hate you’ would come to the same thing.”

    to which i responded with the below while referencing Saussure’s notion of the arbitrarily structured relationship between a word (the signifier) and its meaning (the signified):

    書く言葉の文字(しょきそ)はただの意味を決められて整然と落書きである。


    (in every single written language, all graphemes, old and new, are simply organized scribbles that we have assigned meaning to.)

    in addition to submitting a design to be featured within the book, i was tasked with risograph printing and booklet assembly. the book itself was printed on A4 card stock, folded in half and bound with rubber bands. the content was printed in black and white greyscale, while the cover was printed in red ink.

    all photos used in my response were taken myself.

    overall project timespan: February 2016 to March 2016 (roughly 10 weeks)
    time spent for design: about one week
    designed on Adobe Photoshop CS6
    special thanks: Lorena Gómez Mostajo, Josephine Leong, Dan-Tran Cong Huyen, Samantha Andico

  • proof of concept: idolm@ster sideM mobage english translation patch

    using a basic text replacement google chrome extension as a base to work off of, i wanted to see how feasible it was to create my own translation patch to share with other english-speaking fans of the now-defunct The iDOLM@STER: SideM mobage. (2014-2023, rip)

    i attempted to build out the patch in phases. since coding isn’t exactly my strong suit, i was practically testing in prod. (but if it was unreleased to begin with, does that matter anyway?)

    it was easier to start with shorter strings of text: item titles and descriptions, character profiles, text-based gameplay mechanic buttons. anything that was static. one of the issues that i foresaw to start was the fact that a live-service game meant new content to translate every week or so. though, i was getting ahead of myself at that point. i wanted to get the basics down first.

    i started getting into image typesetting for some of the banners and buttons. rebuilding backgrounds and patterns had been a treat to work on, but being unable to figure out how to make image replacement work took the wind out of my sails somewhat. additionally, a lot of story content was dispersed between animated manga panels and visual novel-like cutscenes with built-in text. all of this eventually culminated in holding off on developing the project indefinitely until the game’s end-of-service discontinuation. alas.