Games & Mods


Neurocracy, by Playthroughline

Designed and contributed to multiple articles/characters/narrative arcs, including Efrim Waite, Polysemic Sortilege, G6, and others. The full list of contributions (as well as samples) is available upon request.

The Rhizomatic Library (Caves of Qud mod)

The Rhizomatic Library (Caves of Qud mod)

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.

Unhome page: Unhome 

Narrative design and writing (as RapGameDerrida) for Unhome, a short horror game made for the 2021 Indie Horror Jam. Won the game jam (ranked #1 alongside Hemocchio.)

Available upon request:

Full portfolio including samples from the projects above, as well as:

  • Sci-fi/mech Twine game (~15 passages)
  • ink-based murder mystery with branching dialogue
  • Design doc for Unhome
  • Sample barks for characters in two different game genres (RPG and multiplayer FPS)

Game criticism

Yakuza 0, Heterogeneous Systems, Derridean Ethics

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.

Signs of the Sojourner: Mapping the Distance Between Words

An article about Signs of the Sojourner, and how the game's interplays between mechanics and narratives subvert binary approaches traditionally found in deck-building games.

Short stories & novellas

The Thrum of the Locust  [web]

Fantasy. Re-printed in The Best of Abyss & Apex Vol. 3

Beyond the Visible Spectrum [ cache]

Science fiction / cosmic horror. Audio version here

Ruination v0.5 Beta [github PDF]

Speculative / horror. Originally published in Bleak Friday.

Fatima [web]

Crime / noir.

Academic publications

The Heroes We Never Are: Interpellation, Subjugation, and the Encoded Other in Fantasy CRPGs

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.