Why Soc Has Laser Eyes (And Other Design Choices)

If you’ve poked around the rest of this site recently, you might’ve noticed something new. “But what, pray tell, are you barking about?” you might be asking. There’s now a Gallery Page featuring visual snippets from my book-in-progress, Scrolls & Screens: An Odyssey Through the Ages of Rhetoric. Yeah, that… Continue reading

Humans Think They Want Control. What They Really Want Is Permission.

What Life Is Strange taught me about rhetorical responsibility If you’ve already read my full review of Life Is Strange, you know I think it’s less about time travel and more about sacrifice. If you haven’t, you can read it here → Life is Strange is Not About Time Travel… Continue reading

Initial Metacritical Composition & Editorial Process

This simplistic beta launch represents my earliest attempt to assemble a cohesive authorial website using only static pages and extremely early web conventions that prioritize content and clarity for reader accessibility over interactivity. Throughout this process, I consistently returned to the course readings on web usability, audience awareness, and rhetorical… Continue reading

Life is Strange is Not About Time Travel

It’s About Rhetorical Choice, Ultimate Sacrifice, and Who We Decide to Be Life Is Strange (Dontnod Entertainment, 2015) is most often described as the narrative-saturated game about time travel, hipster photography, and nostalgic teenage angst, all of which might not sound too appetizing at first glance. I’d say that description… Continue reading