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I made this toy because I met my best friend through a TRPG game, and this Wendigo was our favorite NPC. Over time we kept joking about it and building stories around it. After the game ended, I wanted to keep something to remember it.

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The toy is fully poseable, with movable ears, spine, legs, tail, and neck. Since both of us love collecting accessories, I specifically designed it so it could wear different outfits like earrings and styles. It’s more like a character you can take care of and let live on in your daily life. Or even bringing it along on trips like a little mascot.

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I used to think toys were just for kids, but after watching Cas Holman’s documentary and reading the articles from class, I started to understand what play actually means. Cas Holman once said, “Design isn’t about giving kids the right way to play—it’s about giving them space to invent their own play.” I think the way I designed this toy fits into that idea. There’s no fixed way to play with the Wendigo—it can be a plush, a display piece, a creepy character in pretend play, or a companion—it depends entirely on how we imagine it.

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I designed lies in its openness and sense of participation. It’s not a toy with strict rules or functions but more like an invitation—to keep interacting with the character and telling its story. That’s something I learned from TRPGs too. In a tabletop roleplaying game, characters and stories are shaped by the players. I think toys can work the same way. I didn’t add sound chips or gimmicks but instead focused on structure and materials that invite storytelling.

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What I’m most proud of is that it really looks like the NPC we imagined—not perfect or traditionally “pretty,” but very real. It’s a part of our shared story. To others, it might just be a weird little thing, but to the two of us, it’s like a secret language only we understand.

Steps

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