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Notes, experiments, and reflections.
Essay
Explore the Essay category for insightful, researched articles. Discover referenced essays that invite you to think together. Visit now!


The Playable Multiplane: Uses of the Z-Axis In Leila and Paper Mario: The Thousand-Year Door
Abstract The multiplane camera produced depth on flat screens by separating artwork into layers and moving them at different speeds. In film animation, this depth belonged to the camera, which operated through a dedicated mechanical apparatus. In games, the same layered logic both enriches the player's experience and becomes a controllable mechanic. Here, the Z-axis interaction functions not only as an atmospheric, immersion-enhancing experience inherited from the classic mul
May 268 min read
Identity as Signal: Modulated Power in Digital Futures
A reflective essay on how digital futures quietly reformat identity from a narrative self into an operational signal — and how power then shifts from open coercion to the continuous modulation of who stays visible, credible, and actionable. Its hinge is de-addressing: not a prohibition but being made unreachable when a score slips below a threshold. It moves through Freyermuth, Harari, Foucault, Deleuze, Zuboff, Hayles, and the surveillant-assemblage literature.
May 166 min read
Futures Are Formats
A reflective essay on how the dream of a better place keeps mutating: from a paradise elsewhere, to mastery over the here and now, to immortality, to total experience — and how it ends at a subject that can be rewritten and quietly made unreachable. The claim is that futures are not places that get reached but formats that get imposed, and that the decisive question is always who controls the format and who stays legible inside it.
May 166 min read
Interactive Narratives - Through Traditional, New Materialist, and Post-Structuralist Lenses
1. Introduction Interactive narratives place players in a position where their actions, explorations, or decisions shape the story. Traditionally, game design has framed this as player “agency,” emphasizing branching paths, dialogue options, and quest structures. As Salen and Zimmerman (2004, p. 2) note, “games are systems in which players engage in artificial conflict,” with agency often framed around how those conflicts branch and resolve. This essay argues that interactiv
Mar 8, 20257 min read
New Materialism and Environmental Storytelling
Introduction Environmental storytelling, a staple in games, architecture, and art, often relies on static elements like textures, ambient details, and animations to establish a narrative. These components, while vibrant and atmospheric, typically serve as passive backdrops, setting a scene without truly engaging within it. But imagine if the objects themselves could participate in the story; contributing to it actively, responding to human presence, and evolving over time. Ne
Nov 8, 20244 min read
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