my games

here's the link to my itch page where you can find my games!

other people's games

to write...



(a condensed summary of my history with games)

until about age 15, i had played almost exclusively nintendo games. i remember playing lots of flash games on miniclip and newgrounds, and a lot of maplestory and gunbound. but mostly, i remember the n64, ds, gamecube and wii. i played games all the time—in the car, under the covers, on the toilet. i didn't have consciously defined opinions about games, but i remember loving paper mario and the thousand year door, pokemon gen 3, the mario & luigi series, zelda minish cap. i may have had vague curiosities about what it'd be like to make a game, but those never solidified into real aspirations. to me, video games were either grand corporate productions or they were small, edgy parodies, straightforward action games & silent puzzleboxes. i loved being inside the worlds of pokemon and zelda, and i never really thought about i could make my own. things might've been different if i had found like romhacking communities or hobbyist dev tools when i was younger.. well, who knows.

in my mid to late teens, i'd felt like i'd largely "outgrown" games, with a few exceptions (playing ace attorney, the world ends with you on an r4 flashcart). i think it was going to college and installing steam to play games with my new friends that centered video games in my life again. around 2014-15 i discovered "indie" games, possibly from watching "indie game: the movie." from 2015-16 i was playing all of "indie games' greatest hits": braid, portal, the binding of isaac, bastion, hyper light drifter, hotline miami, etc. they were fun, they felt like more complex and ""mature"" evolutions of the games i liked growing up. but i really felt drawn to some of the looser, more off-beat stuff like cosmo d's off-peak and steven harmon's awkward dimensions redux. the latter especially made an impression on me. playing it felt like discovering a new avenue of creative expression, a new realm of possibility. i haven't played it in years, but in my memory it was unabashedly personal, introspective and angsty, and it embraced the impossibility of video game spaces in ways that felt exciting and special. over the next few years, i started slowly discovering more people like liz ryerson who were thinking about games in ways that were outside of and in opposition with mainstream ways of thinking and writing about games.

the next big transformation occurred in 2019, when i decided to make a twitter exclusively for games. that was when i started finding (and being found by) more people who were doing interesting, thoughtful work in their corners of the internet, pockets of a larger world of diy/alt games and digital art and criticism. being part of these small communities like vextro made me feel like making-art was within my reach, was not only possible but could be really fun and rewarding.

2019 was the the year i wrote my first video games essay on anodyne 2: return to dust. in 2020 i released my first game, dandelions. and this year, 2022, i not only published an essay on norco but i also made a game in one week, as part of a longer collab that should be out by year's end. i want to keep making games! i want to do more collabs and small game jams. i want to make things that i feel really happy with. i want to keep playing and talking about the games that make me feel glad to be alive, games that are challenging and strange and radical and funny and heartbreaking and honest.

everyone has such interesting histories with and evolving relationships to games. i don't think mine is particularly interesting, but maybe you understand more where i'm coming from. anyway, thank you for reading.