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Story
Old Photos and the Days We Did Not Know We’d Miss
There is a Japanese word, komorebi, that describes the shimmering pattern of light and shadow...
From Screenplay to Game Design: The Art of Telling a Good Story
Screenwriting and game design share a fundamental truth: if the story isn’t strong, everything else...
Wait, They Can Hear That Too? Diegetic and Non-Diegetic Music
We’ve all had that moment—walking down the street, earbuds in, feeling like the protagonist of...
Peeling Potatoes and Finding Purpose: Lessons from My Grandfather
As I peeled potatoes for a holiday meal this week, I thought of my grandfather—a...
Utopia, Dystopia, and Everything In Between
Imagine stepping into a world that hasn’t happened yet—a landscape shaped by forces both hopeful...
Hakkenden’s Influence on Team Dynamics in Storytelling
A Library of Congress copy of "Satomi and the Eight Dogs."This month at the Hawai’i...
Olympic Victory with Patience and Grit: Mastering the Long Game
The Olympic Games have long been a symbol of human excellence, resilience, and the pursuit...
Whoops! Seven Lucky Little Accidents in Early Game Design
In the words of optimistic painter Bob Ross, "We don't make mistakes, just happy little...
The Power of Worldbuilding in Films, Television, and Games
The magic of storytelling extends beyond the confines of books, seeping into the mediums of...
New year’s goal setting with Daruma dolls and the Hero’s Journey
On a previous trip to Japan, I began seeing small, hollow red dolls made of...
Storytelling inspired by the Hawaiian tradition of “talk story”
In the heart of the Pacific Ocean lies a cultural tradition known as “talk story,”...
What Tom Sawyer can teach us about work, games, the art of play
In his novel, The Adventures of Tom Sawyer (1876), Mark Twain describes the main character...
Beyond easy endings: Problem-solving without “deus ex machina”
AdobeStock: A 19th century engraving of a letter puzzle combination lock, by antiqueimages"Deus ex machina,"...