Journal / Thoughts
“Writing is a way to remember who we are.”
Brand as a Story - storytelling in branding and strategy
How to design brands that not only sell — but mean something.
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Silence as Dialogue.
On designing pause and rhythm.
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Consequences More Important Than Choices.
On emotional truth.
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Lore as UX of Emotion.
On designing world rules.
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Narrative Systems vs. Stories.
Why I prefer to design systems that give birth to stories.
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The Weight of Choice.
On designing consequences that matter.
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Subtext in Video Games.
What characters say when they say nothing.
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Worldbuilding as Ritual.
Creating worlds from the ground up, not from the plot.
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AI and the Future of Story.
Can machines tell stories with a soul?
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Rhythm and Pacing in Narrative Design.
The architecture of the player's emotion, frame by frame.
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From Law to Lore.
How legal thinking helps in building worlds.
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The Philosophy of a Good Death in Games.
Why failure is more important than victory.
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Meaning in Mechanics.
When game systems tell the story.
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