Latest posts

  • Listening to a Game’s Empty Rooms

    Listening to a Game’s Empty Rooms

    A quiet corridor can tell you where you are, what might be nearby, and whether you should keep moving. Sound design often does its best work when nothing is happening.

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  • When Failure Becomes the Story

    When Failure Becomes the Story

    A failed attempt can feel like a wall—or like the moment you finally understand what a game is asking of you. The difference is often in how the next try feels.

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  • The Quiet After the Credits

    The Quiet After the Credits

    The credits roll, the room is still lit by the screen, and the controller stays in your hands. Sometimes the ending matters most in the few minutes after it.

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