Share anything you’ve written elsewhere. Old or new. Blog posts, journalism, poems, whatever.
This is some of the stuff I’ve published or had published in 2014 and 2015.
Understanding the Sublime Architecture of Bloodborne: Interpreting Bloodborne through the architecture of its city, Yharnam, and the real-life historical precedents that can be associated with that architecture, like Michelangelo’s and Piranesi’s work.
Piranesi and Boullée: Two Artist-Architects Unmined by Game Designers: Visual artists are expected to place their work in a historical context, yet there seems to be an absent consciousness of the material that can be used for games’ environments. Here are two artist-architects whose work game designers should know about.
The Lay of the Land: A Critical Look at Dark Souls 2’s DLC, Part 1: Dark Souls 2’s DLC was a chance for the developers to hone their craft. Despite some novel ideas, though, the DLC was mostly characterized by tedium and absurdities. This is the first of two articles, each emphasizing environment and encounter design.
Economy and Thematic Structure: Symphony of the Night’s Level Design: The castle’s structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game’s strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect.
A Study of Michiru Yamane’s “Dracula’s Castle”: This essay explores how “Dracula’s Castle”, from Castlevania: Symphony of the Night’s soundtrack, mainly revolves around two melodic germs, and how these are used in conjunction with formal developments which can be interpreted narratively.