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Twelve hours on a convention floor

· 4 min

Building the thing is about six weeks. Wearing it is one day, and that day is far harder than people expect, in ways that have nothing to do with the costume being heavy. This is the practical post: what actually happens across twelve hours in a big build, what I carry, and the etiquette nobody tells you because everyone assumes you already know.

The repair kit that has earned its place

After several years the kit has settled into a short list, all of which has saved a day at least once. Superglue and a small bottle of accelerator. Safety pins in three sizes. A needle already threaded in the two most likely colours. Gaffer tape wrapped around a pen rather than a full roll. Spare elastic. A multi-tool with pliers.

The two most-used items are the least interesting: safety pins and gaffer tape. Almost every convention failure is a strap letting go or a panel drooping, and both of those are pin-and-tape problems, not craft problems. The elaborate repairs I imagined having to do have essentially never happened.

Also: a spare pair of shoes in a bag someone can carry. There is a point in every long day where the correct shoes become the wrong shoes.

Water, food, and the maths of a big build

Anything with armour on it is hot, and a convention hall in summer is hot, and the two together will dehydrate you faster than you notice because you are distracted and having a good time. If the build makes drinking awkward, that is a design problem you should have solved during the build — a straw that reaches, a mask that lifts, something.

Eating is worse. A lot of large builds simply cannot eat, so you eat before, you eat after, and you plan a genuine break in the middle where the costume comes partly off. Not "if there is time". A scheduled one. The number of people who have gone light-headed on a convention floor in a costume they spent two months on is very high and it is entirely preventable.

Salt matters as much as water. Bring something salty. This is unromantic advice and it is the advice I would keep if I could only keep one piece.

Photographer etiquette, both directions

If you want a photo of somebody, ask, wait for the answer, and be prepared for it to be no — people are on their way somewhere, or their feet hurt, or they are about to eat their only meal of the day. If yes, be quick and step out of the walkway. Corridors are for walking.

In the other direction: it is entirely fine to say no, or "in ten minutes", or "after I have found a chair". Nobody is owed your time because you built something visible. I spent my first two years feeling unable to decline and it made those days significantly worse than they needed to be.

And if a photographer takes something you love, get their handle and credit them properly. They did half the work in that image and they are the least-credited people in the entire hobby.

Knowing when to stop

There is a specific moment, usually around hour eight, where you become clumsy. Something has been rubbing, you are hot, and your judgement about what your own arm span is has quietly degraded. That is when things get broken — not through drama, but by turning around near a table.

When I notice it, I go and sit somewhere quiet for twenty minutes with the helmet or mask off. Almost every time that resets it. When it does not, the day is over, and going back to the hotel while the costume is still intact is a much better outcome than the alternative.

The costume outliving the convention is the whole point. It has to survive to be worn again, and a piece snapped at hour eleven is six weeks of work gone for the sake of one more hour of a day that was already good.

None of this is the fun part and all of it is what makes the fun part possible. The best days I have had in a big build have been the ones with a boring plan behind them: water, a break, an exit time, and a bag of pins. Build for six weeks, then look after it for twelve hours.

The unglamorous behind-the-scenes version ⛩

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