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A Woman Without a Mask

At 28, Clara Hayes has mastered the art of wearing masks. To her colleagues, she’s the perpetually cheerful graphic designer who never misses a deadline. To her overbearing mother, she’s the dutiful daughter hiding her anxiety behind polished smiles. To the world, she’s a woman who “has it all together”—except she’s crumbling inside. Clara’s life unravels during a corporate presentation where a panic attack strips her façade raw. Humiliated and exhausted, she flees to a quiet coastal town, renting a cottage owned by an eccentric, free-spirited potter named Marisol. There, Clara stumbles upon a dusty journal in the attic, its pages filled with haunting sketches and anonymous confessions from a woman who once lived there decades earlier. The entries mirror Clara’s own suffocating duality: “I paint myself in colors the world approves of, but my soul is a grayscale.” As Clara tentatively befriends Marisol and a reclusive widower, Eli, who runs the town’s crumbling bookstore, she begins confronting the lies she’s told herself for years. Through their unconventional guidance—and the journal’s cryptic wisdom—she starts shedding her masks one by one. But vulnerability comes at a cost: her corporate career teeters, her mother’s disapproval intensifies, and a buried trauma from her teenage years resurfaces, threatening to drown her newfound courage. When Clara’s raw, unfiltered artwork—created in secret—goes viral, she faces a choice: return to the safety of her old illusions or step into the terrifying freedom of living unapologetically. But the journal hides a final secret, linking Clara’s journey to the cottage’s mysterious past, forcing her to question whether true authenticity is a rebellion… or a homecoming.
Daoist5CDTxH · 1.7K Views

Game Design : Step one, heal the players

*Note: I am not the author, merely a humble translator. Crab OG author : 喝一杯红酒 OG title : 游戏制作:从治愈玩家开始 Chen Xu travelled to a parallel world and was surprised to find that many classic and excellent games from his previous life were missing. I had a plan, but why did I get an 'emotion collection system', and the emotions such as happiness, sadness, excitement, fear, anger and other emotions provided by players who have played the games I made can make me stronger? But why is it so much easier to get anger than happiness? Looking at his score, Chen Xu expressed his confusion. As a result, Chen Xu's career as a game designer gradually took a turn for the worse. In Undertale, countless players pounded the table and screamed: I was cheated by this game! In Outlast, countless players screamed, my cabinet moved and I stopped playing. In Dark Souls, when countless players entered the game smiling, "Go away, please go away, leave the Firekeeper behind and go out with your flame, we don't want to link the fire! Soap, Alex and Ghost were sacrificed in Call of Duty; Zack and Aerith were killed in Final Fantasy 7; Arthur and John were betrayed in Red Dead Redemption; Countless players went berserk: "You bastards! Can't we be kinder to the protagonists? Q: How do you feel about the players' anger towards you? Facing the reporter's question, Chen Xu smiled slightly: This isn’t criticism, this is encouragement from players around the world to me, this is love! Thank you all, I will keep up the good work!
Pepper_Crab · 107K Views
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