Gesturing Towards Utopias

I gave a talk for a class titled “Design for This Century” at Parsons New School for Design working off a prompt that was loosely about applying design to topics such as gender, sexuality, race, and related oppressive systems. This is a topic uncommon in public discourse and most certainly for students on an accessible […]

Alternate Ending in 2015

The best way I could describe 2015 for me is ‘decompression.’ 2014 was a definite low point in my life and I found a lot around me crumbling away. I can’t say I’ve necessarily recovered, or healed, or feel certain about my path moving forward, but maybe, finally, the dust has settled enough so I […]

Fav games of 2015

It’s the time of year again, to reflect and chart our motions through the past 365 days, if only to try and find some path for the next. Here are games I played in 2015, not necessarily was released in, that come strongest to my mind when I think of the year. Some might might […]

Hate and Ignorance

Hate is a strong word used unusually often. It creates a sense of urgency, finality, that we’re at an end-point so far removed from the place we want to be and intervention is necessary. It’s one of those words, like privilege, that is widely adopted in talking about systemic oppression that can instantaneously put a […]

Diversity of Existence

A necessary evolution in the ‘diversity in games’ conversation is starting to show itself, a product of enough time having passed from when many companies have made pledges but little seems to be changing. Between making news as the home of the largest organized harassment campaign the world has known and being tied to a […]

Conversations with John Sharp: Habit and Life

We’re back with another set of letters for you all to read! If you need to catch up on all the conversations I’ve had, look through this list. And onward! — John: I’m in the middle of reading Ian Bogost’s review of Michael Clune’s Gamelife (a memoir of playing videogames in the 1980s), and I […]

KILL THE PLAYER

I spent last weekend at PRACTICE, a quintessential New York kind of games conference if I ever saw one. Speakers, with an exception here or there, spoke on the development processes of their games, with many deep-dives into very specific topics, like the timing and animation in a beat-em-up to the choreography of difficulty in […]