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