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How to batch download every image and video you've liked or bookmarked on X/Twitter
The guide covers both Windows and macOS and is designed for people who haven’t used command-line tools before. Command-line tools let you talk directly to programs that don’t have a graphical interface. Read More
9 Platforms - Narrative Outline v1
Reality rips, and 4 strangers comes to on a stalled star-born train. To return, they must explore 9 platforms, mend what’s broken, and confront the pull of a world that feels more like home than the one they left. Read More
FLCL — A dive into the creative process that shaped the cult anime
If the audience doesn’t understand what’s happening, they stop caring. Right?
Yet one of my favorite pieces of fiction, the 2000 anime mini-series FLCL, manages to be incredibly engaging despite being nearly incomprehensible on a first watch. Why doesn’t the viewer bounce out? How was this erratic, absurd, stylish thing even made? Read More
Automated Media Literacy and Rhetorical Analysis of YouTube Videos
There are a lot of YouTubers who release daily videos with long rants about their grievances with the video game industry. As a developer, it can be hard to take these rants at face value. Read More
Testing Unity Web Project Export
Here’s a quick test of a Unity Web project. GitHub Pages doesn’t seem to support Content-Encoding, so I can only build uncompressed for now. That means it’s an 80MB load instead of 6MB (Brotli). You might want to flip the ringer switch on the side of your phone to hear the audio. Read More
Comparing Dialogue: A Short Hike vs. Arranger
One of my favorite games this year was Arranger, a tile-based puzzle-adventure game. I played it on my iPad while I was recovering from a cold and was charmed by its style and excellent puzzle design. However, I struggled to engage with the text and dialogue. Read More
What does the angry mob actually "say" about Intergalactic
I decided to catalog internet “grievances” over the Intergalactic reveal trailer at The Game Awards 2024.
Why am I doing this? Well. I.. don’t.. get it. So let’s do some science!! Read More
Peeking into Kojima's Diary: Lessons in Creativity and Process
Hideo Kojima’s development diary for Metal Gear Solid 2: Sons of Liberty was penned between 1998 and 2001 and published in the book METAL GEAR SOLID 2 THE MAKING in 2002.
Going in, I wanted to understand if there was anything in the development that sets his process apart from what I’m familiar with. How does Kojima write and what inspires him, how are the playful mechanics prototyped, and how does he handle production, scope, and being a leader? Read More
Translating Kojima's Diary Using Humans: The Good and Bad
I was able source a translation of Kojima’s diary that was done commissioned by the youtube channel Did You Know Gaming? After I completed my own AI translation and began working on an article, it arrived in my inbox. How does it compare to the AI version? Read More
Translating Kojima's Diary using AI: The Good and Bad
Kojima’s dev-diary was originally published in the book Metal Gear Solid 2: The Making, which was released exclusively in Japan 2002 and never translated into English. Read More