how the work begins
Sometimes a game does something that feels slightly out of place: a body that refuses to stay dead, an ocean that behaves like memory rather than landscape, a world that keeps moving quietly beyond the player’s view. Staying with such moments for a while tends to open larger questions about time, environments, and how stories travel between media.
research areas
water and oceanic worlds
How games and other media imagine oceans, flooding worlds, and underwater environments, and how these stories shape environmental imagination.
environmental storytelling
How landscapes, ruins, and ecosystems tell stories in games, film, and literature.
stories across media
How narratives travel between games, film, literature, and visual culture, and how meaning changes across media.
virtual photography
Photography inside virtual worlds as both a creative practice and a research method.
bodies, horror, and strange ecologies
Moments where bodies, environments, and non-human life blur together in virtual worlds.
images, colour, and visual atmospheres
How colour, light, and visual aesthetics shape how we experience environments across media.
current projects
Collective Time in Digital Games
Many narrative games tell stories about heroes, but rarely about what comes after them. Children do not grow up. Dynasties do not continue. The project begins with this quiet absence and asks what it might mean for games to imagine futures that belong to more than one life.
Ecological Indifference — Rain World
In Rain World, creatures continue their lives even when no one is watching. The world moves according to its own rhythms, indifferent to the player’s attention. The project lingers with this design choice and asks what it might suggest about ecological thinking beyond the act of noticing.
The Body That Won’t Stay Dead — Hades
After a few hundred deaths in Hades, something changes: dying becomes routine. The body collapses and reforms so often that the player stops noticing it. The project follows this strange familiarity and asks what kind of embodiment remains when death becomes ordinary.
where it sometimes lead
These questions rarely stay inside a single format. They turn into essays, talks, video experiments, or the occasional photograph taken inside a game world. The aim is simply to follow the question long enough to see what it reveals.