Writing

HOPE IS THE MESSAGE (2015)

Thoughts on how game development teams and companies are often managed from a sense of fear rather than adventure.

WE'RE NOT PEGS (2015)

A call for game developers to open our eyes to the pressure we put on our colleagues to conform, to change their shapes, to become uniform, round, interchangeable pegs.

DIVERSITY DRIVES SUCCESS (2015)

Diversity helps contribute to the success of our games and to the success of our studios. I’ve seen this in action personally, but there are significant studies to back it up.

THOUGHTS ON TURNING FIFTY (2015)

When I feel worn down or tired, when the stress is eating away at me, when I wonder why I’m still here, I take a minute to remember why I fell in love with games in the first place--that magic moment when I first saw the opening to Adventure play out across the television screen and realized that I, too, could create worlds.

WHERE WE ARE AND WHERE WE'LL BE (2014)

We can all change. Sometimes it takes an event we'd never want and pain we wouldn't wish on anyone to drive that change. It did for me. I think it does for game development, too, and game culture as a whole.

SHE'S NOT PLAYING IT WRONG (2014)

As experienced developers, we all know the answer is not that “She’s playing it wrong.” The systems of our industry are failing women. It’s our game--let’s stop putting up defensive walls and instead start talking about how fix it.

THE METRICS AREN'T THE MESSAGE (2013)

Our endgame isn't just about whales. Our endgame is to better the play experience for the whole funnel.

THE PLAYER'S BILL OF RIGHTS (2013)

Years ago, when I used to play with interactive fiction languages, I happened upon The Player's Bill of Rights by Graham Nelson. Here's my version of the Player's Bill of Rights, based on the original with some topics updated to be more generally applicable.