Back in the halcyon days of text adventures, companies like Infocom would package small props and printed ephemera with the game itself. These worked as world-building, clues, toys and anti-piracy measures.
For Crocodracula, Ryan and I figured out what needed to be included, and then I got to work creating and designing the objects while Ryan wrote the copy.
Since Ryan’s frame story was that he was porting a game he had found, it was important that everything should feel like it was made in the late nineties and have the wear-and-tear of three decades.
For our work, we won the Best in Multimedia Award at the Xyzzy Awards, which is kind of like the Oscars if the Oscars was for a very small community of text adventure authors and players.