You can find here a taste of some of the works I've done over the years, from my VG247 and freelance writing, certain episodes of My Favourite Game and the book Level Up. If you want more of what I've done, email me and I'd be happy to oblige.
Feature 1 - How Journey only truly made sense when almost everything had been cut (EUROGAMER) [A making of piece of thatgamecompany's journey]
"Jenova Chen, the co-founder of Thatgamecompany and creative director of Journey, played a lot of World of Warcraft during grad school. And he always knew that he wanted to make an MMO one day - a form of games that are synonymous, rightly or wrongly, with scope and scale.
"And yet when Chen started to make games, the games his studio turned out tended to be small - or at least they seemed small, before you got properly into them. In Flow, you are a tiny amoeba or some such, swimming about in the watery deep. In Flower, you are a handful of petals riding the winds. These games are beautiful, but, they remain compact - nothing like the sprawl of a Warcraft."
Feature 2 - the best of us (official playstation magazine uk #100) [a Post-mortem LOOK ON THE LAST OF US WITH NAUGHTY DOG CREATIVE DIRECTOR NEIL DRUCKMANN]
"What’s the legacy of The Last Of Us? A year after its release on PS3 and with Remastered now out on PS4, it’s a question that’s appearing more and more in discussions about the game. To people like you and I, it’s one of the best games ever made. But let’s come back to that and instead return to 2009. After Uncharted 2: Among Thieves shipped and got all the success it deserved, it was time for something new at Naughty Dog.
"Game director Bruce Straley and lead game designer Neil Druckmann would split off to start a second team. Straley would still be game director, while Druckmann would become creative director. Even then, this wouldn’t be the first time the studio would attempt a two-team effort."
Feature 3 - how can great game design be taught? (kotaku) [a long-form read on games academia]
"Some of the games industry’s most talented and experienced designers are making the leap from game development to academia. But how do you teach the art of making games?"
JOURNEY PRODUCER AND FUNOMENA CO-FOUNDER ROBIN HUNICKE ON KATAMARI DAMACY
"Katamari Damacy never received a release in Europe unlike in the US or Japan in 2004. The first time Europeans would get a taste of rolling stuff up in the silliest possible way would be We Love Katamari in 2006, the second game in the series and the last to feature creator Keita Takahashi.
"Now, Europe has a lot more Katamari in its life, but it’s still missing that first piece. Luckily, we can have Robin Hunicke – CEO of Funomena (currently working on PS4 title Wattam) and previously producer on Journey (one of my top three games ever) – talk at length of the game as her favourite game."
HER STORY AND WARGAMES DEVELOPER SAM BARLOW ON A MIND FOREVER VOYAGING
"In January 1985, the incumbent Ronald Regan would take the oath and be sworn in for a second – and final – time as President of the United States of America after defeating his Democratic opponent Walter Mondale with just shy of 59 percent of the vote two months earlier at the election.
"Later in the year, Steve Meretzky of Infocom would see the release of a game he helped build that was beyond any other game he had done before at the company, including A Hitchhiker’s Guide to the Galaxy. A Mind Forever Voyaging would see Meretzky embrace more of a political nature with the game as a criticism towards Regan’s presidency.
"For the final episode of My Favourite Game’s third season, Her Story creator Sam Barlow goes into detail as to why A Mind Forever Voyaging is his favourite game, as well as talk of the influence of the interactive fiction genre then in 1985 and now in 2015 with the likes of Her Story, Life is Strange and Until Dawn, among others."
FORMER OBSIDAN ENTERTAINMENT DESIGNER AND WRITER TURNED FREELANCER CHRIS AVELLONE ON WASTELAND
"We begin with a RPG from 1989 that left such an immersible legacy to games and Chris Avellone, who kicks off Season 4 of MFG talking of it as his favourite game.
"Were it not for Wasteland, the RPG genre may be an entirely different looking playing field today. Particuarly when you factor in a little-known spiritual successor under the name of Fallout, be it under Interplay or Bethesda.
"The Season 4 premiere sees Chris talk of his why Wasteland was such a design influence, the player styles of RPGs then and now, his departure from Obsidian Entertainment a year ago to go solo and work as a freelancer and how it felt it when it all came full circle for him working on Wastleland 2 with inXile."