Cirriculum Vitæ

Download a PDF of my CV

1973- : perpetual self-education

1999: graduated Hampshire College by writing, illustrating, printing and hand-binding a short run of Homunculand, a illustrated science fiction book/graphic novel in the form of medieval mystical allegory.

2001-2005: Lecturer at the Yale School of Fine Art in digital design technique.

2004: Designed the rulebook for Dogs in the Vineyard, a roleplaying game by fellow Hampshire alum Vincent Baker.

2005: Published Under the Bed, the second publication of the glyphpress, a roleplaying game inspired by The Wizard of Oz and Alice in Wonderland. Designed the rulebook for The Mountain Witch, by Timothy Kleinert, a roleplaying game inspired by Japanese ghost stories.

2006: Published Shock: Social Science Fiction, a roleplaying game designed to help players produce original science fiction in the vein of Philip K. Dick and Bruce Sterling. Designed an edition of Lafcadio Hearn’s Kwaidan as an inspirational supplement to The Mountain Witch.

2007: Published Beowulf, an edition of the epic poem with rules for collaboratively creating such stories from a postmodern perspective, critical of the “hero” rhetoric popular in politics at the time, inspired by John Gardner’s Grendel.

2009: Invited to join the MIT Cardboard Jam at the Gambit Game Labs to co-create a game with other designers; produced Light Fuse and Get Away in one weekend. Pending publication.

2010: Published Shock:Human Contact, a roleplaying game designed to collaboratively produce fiction inspired by the political science fiction of Ursula K. Le Guin and Iain M. Banks.

2011: Spoke on game design at PAX East on subjects ranging from game design theory to fan-funded publishing. Italian edition of Shock:Social Science Fiction released, invited to Lucca, Italy to speak on game design.

2012-2015

Spoke at PAX East 2012-2015 on game design theory and publishing realities & potentials of the 21st century.

Spoke at the University of New Mexico on the sociopolitical context of games.

Published Mobile Frame Zero: Rapid Attack, a tabletop wargame and setting critical of the moral stance of the genre.

Spoke at the Pioneer Valley Game Studies Colloquium at UMASS on game design as studio art.

Designed Hampshire College’s first game design program, teaching two semesters at Hampshire College, described by The Princeton Review as one of the best game design programs in the country.

Taught Intensive Game Design Jan Term 2013

Began my Patreon-funded, intensive science fiction/art blog, xenoglyph

Spoke at Denver Comic Con 2014 about the politics of game design.

Spoke at PAX Prime 2014 on the restructuring of geek social circles to encourage support of minority identities.

Kickstarted Mobile Frame Zero: Intercept Orbit, now in preproduction.

Spoke at Penn State Altoona on the place games have in human culture.

Invited to replicate the Hampshire game design program at the University of Massachusetts, Amherst.