Since its launch on Kickstarter, Make Games Girls has raised over $30,000. They recently won the Grand Prize at the Day Demo Games, which is the first event of its kind. Make Games Girls is a summer camp in California that is specifically designed to encourage young women who are interested in all aspects of video game making. Negatives and traditional games are not their focus, as Make Games Girls aims to create a space that is different from typical gaming experiences. One of the teams that attended the inaugural camp is called Story Hole.
The story Hole The begins with Wendy, an archaeologist and unabashed digger of holes, clicking around one of her favorite spots near old trees in the earth, since you’re controlling her and poking a few holes in the ground to get wild things.

Wendy, a pro at digging up clues, is on an adventure to find the missing princess Alonna and help her daughter find her way back home. Along the way, Wendy encounters unicorns, puns, riddles, and stuffed animals, making the journey even more exciting. Despite facing unfamiliar challenges and getting dirty, Wendy remains determined to fulfill her promise to the Queen and King of this magical land.
When pressed to consider her plans for the future, I said that I would like to be a poet, a game designer, a musician, an artist, and a therapist. She also spreads her arms onto trees and ghosts and often carries a spiral notebook everywhere, filled with sketches of peppers, fiction, lyrics, thoughts, and notes. Serena Rusboldt, a multi-talented artist, wisely diversifies her interests. The Negatives showed off their work at the recent East PAX tabletop and video game convention in Boston, representing an eight-person team.
I couldn’t really find a good friend before, someone who could really help me build my skills and talk to people. So, when we first met at camp, we didn’t know each other at all. But she said that if we had established an interpersonal rhythm as strangers, it would contribute to the success of our dynamic group. Rusboldt says that this case isn’t the one where negatives assume the worst.
Her co-developers provided such immense support in helping her reconcile with her personal struggle of self-identity that the Downsides turned out to be an incredibly accepting and nurturing setting, leading to the occurrence of this recent breakthrough she firmly maintains. However, this admission came as somewhat unexpected, considering that Rusboldt is a well-spoken and articulate teenager of 15 years.
With occasional technical support, the group collectively shaped character art, level design, music, programming, and every other element involved. This game-wide project was a collaborative effort, with each member of the Negatives contributing in some capacity to every aspect, including art and programming. She also mentions this.

Much of their inspiration stemmed from cuisine, which included “a concept involving a labyrinth of cheesecake that one had to consume in order to find the exit.” The drawbacks usually occurred during lunchtime, owing to the frequent gatherings. The concept itself originated from a blend of productive brainstorming sessions during the early stages of the camp.
In the story “The Hole Story,” a girl with a digging shovel wanted help in finding puns and dirt. She wanted to dig through the earth in China. Another aspiring archaeologist named Rusboldt adds that her lazy brother, who wanted to do anything, was kidnapped by a princess. In the end, the two sketches came out of the story.
The Story Hole is still seeking assistance from Ellett M. Charlotte’s industries, even though she clarifies that the design is completely managed by girls. The video game’s history is not burdened by the baggage of the original execution, and the ideas they have released feel fresh and like the first work in terms of their quality.
This dynamic shift is when girls are encouraged to create their own games, based on their own terms, in the potential taste of the first multi-course career of each developer involved in The Story Hole promises.