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July 4, 2021 ・ work

Opening page illustration: an abstract representation of a microchip

A couple of months ago, Edge published a feature I wrote about the MiSTer project. I’d been wanting to write about MiSTer for a while, because it’s such an exciting platform for retrogaming – I’ve been spending many happy hours exploring shooters on the PC Engine, messing around with a 486 PC, and revisiting the SNES classics, all in fantastic fidelity and feeling just how I remember them.

February 23, 2021 ・ post

I’m no poet, but I found myself writing a poem. I listened to Blur’s song Oily Water, which I’d ripped years ago from my CD of their album Modern Life is Rubbish, and heard in it a little audio aberration which I’d forgotten about but was immediately familiar. For me, it’s even part of the song, since I’m not sure I’ve ever heard Oily Water that hasn’t originated from that CD.

December 30, 2020 ・ work

A photograph of pink cherry against a blue sky
Taken by my daughter in our back garden during the first lockdown

It’s pretty well-established that 2020 was “a weird one” and also “bad”, and my line of work has been affected by it in various ways. But I’ve been incredibly lucky to have been able to continue working throughout on various books, articles and other projects. Here’s my year in work.

December 8, 2020 ・ post

A screenshot of the Mac version of the word processor Scrivener
Scrivener, software that I can’t do without

As a dork and serial procrastinator, I’ve amassed a set of tools and ways of working over my seven years of freelance writing which I’ve fumbled into something like efficiency. I like to read about the ways others work, in case their methods and tools also work for me, so here are mine.

December 3, 2020 ・ work

Illustration by Ollie Hoff of an orange desert with a small bus driving along a road cutting through the centre of the image
Illustration by Ollie Hoff

I wrote a feature for the latest issue of Edge (E353) about boredom, which was a far easier pitch than I thought it’d be. (Thanks, Jen!) It’s about our psychological experience of boredom, and how game designers understand and work with it.

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