The broad selection below should give you a strong impression of my writing, and it is arranged in roughly chronological order. You can find my most recent social media ramblings, writing prompt responses, a select list of my professional copywriting/in-universe fiction/puzzle design projects, to academic papers and articles. For my primary labors of love, please check out the Trespassers and ConQuesting pages.



I talk about books, games, and other nerdy stuff @Sarcasmancer.

When my schedule is light, I write articles/reviews on medium. If you propose a topic via email, I promise to tackle it (eventually)!

Ghost in the Shell Review

Persona 5 Review

Old Blog
I used to keep a regular blog, but I have abandoned it for Medium. If you are interested in some earlier (embarrassing) examples of my writing, check out Sarcasmancy!



Prompt: Write up a brief pitch, no more than 3 sentences, for a romance story.
A bored taxman falls in love with the incompetent con-woman who is attempting to scam the IRS. He decides to help cover her tracks to continue wooing her, while she struggles to go straight to protect him from her organized crime bosses and the government. 

Prompt: Write up a brief pitch, no more than 3 sentences, for a horror/thriller story.
Two aspiring filmmakers arrange a series of accidents to befall their thesis project, hoping to create buzz that their production is cursed. But after unintentionally killing one of their actors, mishaps beyond their control plague their set and personal lives. Is it all in their heads, or have they conjured evil in earnest?

Prompt: Write a brief scene, no more than 20 lines of dialogue, between two characters. Try and give the reader hints about who the characters are without using any narration, only the dialogue.
Download here.



After Graduating at Georgia Tech in 2012, I worked at 42 Entertainment until October 2017 where I served as a Narrative Designer. This entailed a great deal of writing, both internal and public-facing, in a wide variety of formats including advertising copy, short scripts, and various pieces of in-universe fiction. I also designed puzzles, games, and live experiences, ensuring that there was parity between the interactive and narrative elements of each campaign. A great deal of the copy I wrote is trapped in pitch decks written in response to confidential RFPs, and 42E has a policy of non-attribution. At the risk of their wrath, here are links to a few sites that I worked on.

inFAMOUS Paper Trail (2014)
Conduit Rights League: Concept, Writing
Bioframe Diagnostics: Concept, Editing, Co-Writing

Dig Decoded (2015)
Dig Decoded Puzzle Suite: Co-Writing, Puzzle Design

Order of 10 (2016)
Order of 10 Origins Puzzle Suite: Writing, Puzzle Design

Secret Order of Keyes (2017)
Molecular Smash Puzzle: Writing, Puzzle Design
Rebel Alignment Puzzle: Writing, Puzzle Design
Burger Flipping Puzzle: Writing, Puzzle Design



The Harrowing (Unpublished – On Hiatus)
To the living, it seems like happenstance killed Jack Hoyle. But after waking in the strange netherworld of Chthonia, where memories are currency and the architecture changes like the weather, he learns his death was anything but accidental. A ruthless psychopomp named Graves arranged Jack’s demise to recruit him into a ghostly tournament known as The Harrowing. Judged by a being that dwarfs deities, champions compete for the ultimate prize: returning to life. The rules are arcane, the arenas defy logic,  and the roster consists of the most dangerous souls culled from countless worlds. But Graves knows something others don’t: Jack is uniquely qualified to bend the rules. Aided by a mysterious spirit, a deceased goddess, and the ghost of his former house cat, he must undergo traumatizing training, navigate the afterlife, and slay opponents both hellish and honorable—without losing his soul in the process.

The Harrowing was a fun project and I learned a lot by writing it, but right now it’s resting on the back burner. Like most first efforts, it suffers from a few rookie mistakes, and ultimately may work better as a graphic novel script than a book. Someday I hope to revisit it and find the right format for it.



Sympathy: The Devil walks into a bar and tries to do some selfless good in the world. (Published on

Ahematolazaria: There’s nothing sexy about ‘living’ with vampirism. (Unpublished)



Here are my academic pursuits at Georgia Tech. Of everything here, I am most proud of my thesis. I like to think I have grown some since graduating, and my focus has shifted from digital media design to narrative and experience design, so these projects do not accurately reflect my current abilities or active skill sets.

Master’s Thesis
I went to Georgia Tech to study video games and video game criticism, with a particular emphasis on the ways games tell stories and create meaning for players. My faculty advisers were Ian Bogost, Celia Pearce, and Janet Murray. Elizabeth Losh was an external faculty reviewer. Two years of independent research and writing culminated in my masters thesis: The Interpretive Spiral: An Analytical Rubric for Videogame Interpretation, which presents a methodology for ‘close-reading’  single-player video games.

The Technique
From November 2011 to April 2012, I served as the Entertainment Editor of The Technique, Georgia Tech’s school newspaper. During my tenure, the Georgia Collegiate Press Association recognized The Technique with a number of awards including first place for General Excellence in the state of Georgia. Below, I have listed all the articles I have written for the paper as a contributing writer, a staff writer, an assistant editor, and editor.

Monday Night Combat: A damn fine downloadable game. Worth every penny. 4/5

Civilization V: Hm. This one didn’t get uploaded but it was published. I was quite impressed by the game, though I have never played Civ before, so I may not be the best judge. 4/5

Halo: Reach: A fitting farewell to the double-ought era’s most solid console FPS series. 4/5

Minecraft: A groundbreaking (ha!) indie release and an absolute must-play. 5/5

The Girl Who Kicked the Hornets Nest (Swedish Film): Ah Stieg Larson. Damn shame you didn’t go on to write more, because your last book, and this movie that was based on it, were kind of disappointing. 3/5 (though looking back, 2/5 is more accurate)

Chastain Parks Art Festival:  This review got kind of butchered and the title they chose for it sounds nasty. There was an interview that got cut and…. argh. I prefer not to talk about this one. (that said, the festival is nothing special) 3/5

Call of Duty: Black Ops: The campaign is unimaginative and oppressively scripted, but the multiplayer is better than MW2. 3/5

Holeman & Finch: A fantastic gastropub in the buckhead area of Atlanta. 5/5

The Cape: The show is about as lame as its title. 2/5 (Mistakenly published as 3/5)

Black Swan: A fantastic pas de deux of ballet and psychological horror. You can also read the extended review here! 5/5

No Strings Attached: Cleverer than you’d expect, but still painfully predictable. 3/5

Dead Space 2: The sequel makes substantial improvements to the series, but it still doesn’t feel equal to the sum of its pilfered parts. 3/5

Atlanta Comic-Con: This event is for serious comic collectors only. Less of a convention and more of a swap-meet. 2/5

Sleeping Beauty: Atlanta Ballet executes the classic romance with grace and technical prowess. 5/5

Cirque Mechancis: A “family friendly” take on Cirque du Soleil in the Wild West. Easy laughs, awful pantomime, and an injury erode the fun and merit of the performance. 2/5

Bulletstorm: This game is crass, bombastic and not quite deep enough to be a classic, but it’s genuinely fun and a welcome departure from COD, Halo, and Gears. 4/5

Adjustment Bureau: Ignore the Inception-esque advertising; this is a surprisingly sappy romance with sci-fi window-dressing and spiritual undertones. 3/5

A Dance with Dragons: A Dance with Dragons makes it clear that what George RR Martin’s epic saga really needs is a more stringent editor. 3/5

Dragon*Con 2011: If the world’s nerds could band together and design a holiday, it would look a lot like Dragon*Con. 5/5

Married Life in School (Editorial): Long-Distance Relationships.

Uncharted 3: A good game that is not paced quite as well as it’s predecessor 4/5

Skyrim: The Elder Scrolls series stuns with a world of oceanic breadth and depth. 5/5

Abattoir: A stylish restaurant in West Side Provisions District that caters to discerning carnivores. 5/5

The Princess and The Goblin: A light-hearted, kid-friendly ballet with lively choreography by Twyla Tharp. 4/5

Finding Community with the Technique (Editorial): My swan-song; basically one big inside joke for the benefit of The Technique staff.

Avengers Vs. X-men (Interview-Preview): I interview Marvel’s Editor-in-Chief Axel Alonso about their big cross-over event for the Summer of 2012

Restaurant Eugene: One of the finest dining experiences I ever had, Restaurant Eugene represents contemporary american cuisine at the top of its game.

I was a part of the Newsgames research group at Georgia Tech, and I wrote a couple of blog entries for them:

Dilma’s Adventure!: Dilma Rousseff is Brazil’s first female president, and the first Brazilian presidential candidate to have a video game made about her. It kind of sucks.

The Online Migration of Political Cartoons: A follow-up to my earlier post about the decline of the political cartoons in papers.

Decline and Future of Political Cartoons: I examined the current state of the political cartooning industry. It’s rather bleak.

From August 2010 to May 2012, I served as the lead writer and a senior game designer for Ellis, a historical MMORPG set in New York during the Ellis Island Period (approximately 1810-1950). From the start, Ellis has been designed to avoid the grind of typical MMORPGs, emphasizing emergent gameplay through decision-driven character customization. Instead of being ruled by equipment, players define their identity by which groups they align themselves with, and how they solve problems. The game’s primary form of play was called Social Conflict; a competitive puzzle/strategy game that serves as a metaphor for argument and persuasion. The system is based on a card game with four suits representing different aspects of rhetoric; Ethics, Passion, Logic and deception. Players must either construct a compelling argument or completely destroy their opponent’s case. Both arguments are represented by physical towers of varying colors for each suit of rhetoric.

The Dark Citadel
Ever wonder what it would be like to be an evil overlord bossing around a ton of minions? The Dark Citadel is a story-based strategy game that examines the nefarious side of personnel management. There are 24 unique endings and it takes only seconds to play! To play, download the folder, unzip it, and open the index.html file with any web-browser. Further instructions can be found by reading the included word document “The Dark Citadel Demo Script.” In a rush? You can read all the character profiles, position descriptions and endings which are included in the Scripts folder. The Dark Citadel was created with javascript and jquery. The character art is stolen from Final Fantasy Dissidia and the icons from Chess, with all the love in the world.

The Triangle
The Triangle is an interactive tragedy. Experience the poisonous situation that is a love triangle from three different perspectives. There are three different endings which can be experienced from each of the three characters. To play, download the folder, unzip it, and open the ASMLEngine078.html file in any web-browser. Illustrations done in the style of Randal Monroe’s xkcd are included in the unzipped folder, but they have yet to be implemented in the working code. The Triangle was built using Hartmut Koenitz‘s Advanced Story Builder software (ASB). This one doesn’t really have a happy ending.

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