For the Die Gute Fabrik team
(Anyone else: you may scroll down for the "standard" portfolio.)
Hi, and thank you for being here–it really means a lot. Since it was mentioned on Twitter that shorter samples are preferred, here are a few sorted by length/word count. Hope it makes your life easier!
Plain text snippets from my Caves of Qud mod [~300-1,000 words]
Suggested: Chrome Songs, Hollow Skulls if you're feeling sci-fi/noir/action-y. Or Discarded Notes on Unthinking Matter pt. 1-3 if you're looking for something shorter and more melancholic.
The Heroes We Never Are (Introduction) [~1,500 words]
Scroll down to pg. 1-4. The introduction from my MA thesis should give a sense of my writing and the aims/concerns involved. Doubt you have time for 30,000 words, but hey, it's all there!
Yakuza 0, Heterogeneous Systems, Derridean Ethics [~2,000 words]
Game criticism/essay about Yakuza, Derrida, food, and diegetic morality detached from metrics and stats.
The Thrum of the Locust [ ~5,000 words]
A fantasy short story published in Abyss & Apex. Might speak to you given the themes found in Mutazione.
Hope this list helps, and thanks for reading. I'm crossing my fingers very, very hard.
Games & Mods
A mod for Caves of Qud which adds readable books to the game world. Some of the texts were written 'traditionally', and others were crafted using machine-generation models then heavily edited.
An article about how Yakuza 0, through specific design choices, successfully leverages different tones, spaces, themes, and forms of play to offer a unified, cohesive experience.
An article about Persona 4 Golden, Interactive Fiction, the questionable wisdom of "show, don't tell", and the ways in which P4G exposes its protagonist's inner landscape.
The Thrum of the Locust [web]
Fantasy. Re-printed in The Best of Abyss & Apex Vol. 3
Beyond the Visible Spectrum [archive.org cache]
Science fiction / cosmic horror. Audio version here
Ruination v0.5 Beta [github PDF]
Speculative / horror. Originally published in Bleak Friday.
Crime / noir.
A consideration of 1) the ideological embeddings found in popular CRPGs and 2) the interplays between prose, narrative structures, rules, and processes. Main games discussed: the Baldur's Gate series, Pillars of Eternity 2: Deadfire, and Disco Elysium.
‘Brains are Survival Engines, not Truth Detectors’: Machine-Oriented Ontology and the Horror of Being Human in Blindsight [pdf]
BA thesis. Primary text: Peters Watts' Blindsight. A consideration of the novel's horror elements and human/machinic sentience using Levi Bryant's machine-oriented ontology.