Interview: Lucas Wilga

Today we’re joined by Lucas Wilga, who also goes by luci online. Lucas is a phenomenal game maker and writer. They create tabletop role-playing games and the first one is entitled Sundown, which sounds fascinating and I highly recommend checking it out. Lucas has recently branched out into writing short stories set in the Sundown universe. It’s clear they’re an incredibly passionate and driven artist, as you’ll soon read. My thanks to them for taking the time to participate in this interview.



Please, tell us about your art.

I make tabletop role-playing games, and I recently branched out into writing fiction as well. The first game I’m creating professionally, Sundown, is currently in an open playtest. It’ll have an official launch sometime next year. It’s light on rules, and it’s set in this cyberpunk, biotech inspired fantasy setting. It has transhumanism, politics, and sword cowboys. My work on it is mostly done, so I’ve started occupying my creative time writing a serial of short stories set in Sundown, starring a sarcastic young monster slayer.

What inspires you?

Other games and works of fiction. I’m always itching to design something new after I read a new game. Sundown itself came out of a modification of a different game I’d recently picked up at the time.

What got you interested in your field?  Have you always wanted to be an artist?

I’ve always been imaginative. I entered the hobby at eleven, and I started running games and designing adventures at fourteen. This eventually turned into creating my own games, but I didn’t know I wanted to make a career out of it until a year ago.

Do you have any kind of special or unique signature, symbol, or feature you include in your work that you’d be willing to reveal?

My style is all about keeping people engaged, so my signature has become brevity. I keep things short and snappy. Whether teaching a game or weaving a narrative, it pays to avoid toiling too long on the nitty gritty.

What advice would you give young aspiring artists?

Especially when designing a game, start small. Keep your scope limited. Know what you want to say and cut anything that isn’t in direct support of it. Don’t overthink it. Don’t spend too long thinking about one specific thing. Don’t try to create the perfect piece. You’ll burn yourself out chasing perfection.


Where on the spectrum do you identify?

I don’t know if there’s a word for this yet, but I’m okay with sexual things that take place entirely within my imagination. Things like smut. Sometimes images are okay, too. But I have no desire for, and am usually repulsed by, sex ‘in real life.’

Have you encountered any kind of ace prejudice or ignorance in your field?  If so, how do you handle it?

I’ve had folk tell me to tone down the queerness in my work, but I haven’t really encountered any sort of acephobia. There is a strong queer independent tabletop role-playing game community, so I don’t really have to try to sell to, or interact with, non-LGBT+ spaces.

What’s the most common misconception about asexuality that you’ve encountered?

The most common misconception, I’d say, is the idea that asexual is synonymous with aromantic. Especially for ace folks in relationships, it can get tiring to explain the difference.

What advice would you give to any asexual individuals out there who might be struggling with their orientation?

This might be hard advice to follow, but just don’t give it so much weight. It’s okay for your sexuality to shift or change as you grow as a person and learn more about yourself.

Finally, where can people find out more about your work?

Grasswatch Games is the company my two creative partners and I created to work on Sundown. Its website, is the hub for our current work. You can find Sundown itself there, as well as my first short story. You can also find our Twitter, Facebook, and the Discord server we’re running Sundown’s playtest on.

Thank you, Lucas, for participating in this interview and this project. It’s very much appreciated.