Personal

  • Halloween Point and Click Postmortem

    Halloween was a mid quarter project for college I designed and put together over the course of about two weeks.  It represents some of my first attempts to design lighter game experiences, and to tailor those designs to young audiences.  It also represents the first real flash development I’ve done since eleventh to early twelfth ...
  • Bedbugs Part 1 : Coding Standards (or) The Rule is a Lie

    If you think of coding as an art form for too long, you’ll start to get moral about it.  That’s kind of a mistake, because it’s easy to become moral about the wrong things. I’m going to spend the next couple of posts talking about an AI simulation I created near the middle of my 12th ...
  • Emotion in Media

    This is an essay I wrote in collaboration with my college roommate, Robert Adams.  It’s a sixteen page discussion on art and manipulation that, if nothing else, sums up some of my most fundamental views on game-design, and some of the reasons why I find the field so compelling.  It’s not the most polished paper ...
  • Peanut Gallery : A Portal 2 map

    I made a Portal 2 map!  These things have been exploding ever since Valve released the level editor; for me it’s been like Christmas, both as a gamer and a designer. There are so many great puzzles on here.  Portal was really the first game to convince me to start actually looking at how beautiful a ...
  • Review of Rudolf Kremers’ Level Design

    I did this essay a little while back in review of a section of Rudolf Kremers’ book, Level Design, which is a fantastic read.  I have an affinity for writing like Kremers because I tend to make many of the same mistakes in my own; In a way, you could make a point about glass ...

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