Category Narrative Design

Faceless

The mechanics of a game shape our perception of its characters. Samus, of the Metroid series, was perceived as stoic and resourceful, largely because the design of Metroid demanded resourcefulness of its players and had no real way to express…

Small Magic

Magic sucks. We’ve fucked it up. We’ve made it boring. We’ve taken something that, conceptually, contains the range of all things unexplainable, extraordinary, and mystical, and compressed it into essentially an invisible sack of hand grenades. This isn’t just a…

Recognition

There’s a moment in art which drives me. It’s hard to name – you might call it a twist, except that means something else already, similar but just different enough to be insufficient. It’s the moment of friction between the…