Since graduating I’ve written some article that focus on gaining a greater understanding of game design and the specific areas I find most interesting. Most of these are ongoing projects and subject to change and adaptation.
I’m also currently working on:
- Greyprints – A series that looks at cognitive/emotional focus on level design within specific games.
- Visage, Visage – A breakdown of my favourite examples of character design within video games, which aesthetics are special and an exploration of the concepts of designing characters with interactivity in mind.
- The Game Designer as Character Class – A taxonomy of the skills and specialisations of a game designer with a tabletop RPG style class approach.
- A Game Designer’s Dictionary – A breakdown of key concepts in game design, drawing on and linking toward other writings on related topics.
- Known Knowns – A series examining the different pillars of my current design methodology.
- First as Theft, Then As Genre – A series exploring and mapping nascent/unformalised game sub-genres.
Here are a collection of essays concerning various game studies topics written for my degree, of which all were well received and earned a high grade (60-90).
Petals of All Fields Unite – You Have Nothing to Lose But Your Stems: An Eco-Marxist Analysis of Thatgamecompany’s Flower (2009)
Method Effect – The Mediated Persona of Commander Shepard
Filmic Game Design: Limbo as a Cinematic Platformer
History of the Adventure Game Genre
Historical Reflections on Jesper Juul’s Introduction to A Casual Revolution (2009)
Biases and Subversions of Identity vis-à-vis Sloan on Representation, Customization, and Transformation (2015)
Research Supports Normalising Statistics of Video Game Players with Disabilities (Study: York University, 2018)
Considering the Efficacy of Reinterpreted Terminology in Rethinking Gamification (2014)
Resident Evil 4 (2005) and Literary Studies
Papers Please (2014) and Rhetoric