Umamusume: A Masterclass in Character Design

This is certainly an interesting blip in my creative career.

(Still working on this page, apologies if it seems incomplete.)

I'm not entirely sure where to begin with this one, honestly; I think the best place to start is in July 2025, when my weird relationship with Umamusume: Pretty Derby began
At this point, Umamusume: Pretty Derby's global release had been out for a few days; I had very vague knowledge of its existence through my friends and, weirdly enough, CTWC player Koryan; all I knew is that they were horse girls, and that said horse girls were based on real-life Japanese racehorses. At the time I downloaded the game, I was on my way out of town to a friend's wedding, and I was bored as hell in the car; I thought to myself, "Y'know what? I'll bite. If I like it, cool, and if I don't like it, I gave it a shot."

I think you can tell where this went.

Lots of playing the game later, watching (and tearing up at) all of the anime seasons and adaptations, and I've become a big fan of this, quite frankly, utterly ridiculous franchise. Given Umamusume's huge global launch, I definitely wasn't alone, but a lot of my friends at my college (or uni, if you're British) didn't quite get into it. However, some of them worked with the university's anime club, and when I mentioned this new obsession to them, they suggested that I make a presentation for the anime convention that the club hosts; I initially brushed it off, but after a certain point I started to consider the proposition. After asking for confirmation if I could actually make a presentation for the con (and getting the subsequent green light), I started making what would later become Umamusume: A Masterclass in Character Design.

Making the presentation wasn't all that bad, all things considered. The information I needed was easy to find, the assets I wanted to use were already online, and the structure of the presentation was pretty easy to slap together.