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.
A Twine game. ~30% complete, but about 20 passages are playable.
To play: right click, download .html file, open in browser. Hit "restart" in bottom right corner.
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.