This features a number of samples of things that I’ve worked on throughout the years. Some of it’s fiction, there are a few articles, and random other things from this or that project. Just click on the links on the left.
The idea for Fatal Purity was rather simple. What if the world of magic and fantasy in a series such as Lord of the Rings or Wheel of Time had continued to progress past the pseudo 16th century? What if, instead, that society had continued into the future? What might that be like? Here, I settled on a somewhat cyberpunk-ish feel, but I’d really like to sit and take another crack at it. Though, I do think that this sequence asks a number of good questions to get the story going.
The idea for this one was to create an interesting tale that left the reader questioning exactly what was going on. The narrator, though he sounds awfully crazy, is actually just a little eccentric, having found himself the unwitting participant in an odd experiment. This was originally published in UVU’s Warp and Weave annual, 2009.
During a particularly poignant part of “The Illusion: Dark Path,” I played with the ideas of a darker, less-forgiving version of Kyle Brogan, who traded in his noble nature for a ruthnessness that reflected the darkness that clouded his heart. I know that sounds a little heavy-handed, but this sample is the beginning of a trek that the character really needed to take away from the other True Ones, in order to learn a few things for himself.
During “Illusion: Dark Path,” a number of events surround a small little town in the middle of the growing Dark Empire. As a bonus, this allowed me to play around with a character known as Alva the Assassin, whose presence became increasingly important as the project progressed. Though I was not wholly satisfied with the “bark cell phone” idea, I thought the scene showed much of Alva’s inner emotions, which I found interesting.
This was the beginning of a side-story that occurred after the death of a great hero. I wanted to explore the idea that a great hero could rise again, and how that might be accomplished in a unique way. Watching the broken body being rebuilt offered some interesting parallels to the character, Vujo, that I wanted to explore later.
This is a particularly poignant piece for me. Exploring the emotional fragility of a character like Kyle Brogan, who is normally a strong and stalwart personality, really allowed me to explore the thoughts behind the “tough guy” facade. And the frozen time scene offers a visual that I’d love to see in film some day.
I’ve probably played more games of MAG than I could properly account for. The consistency of much of the universe, the sheer scope of the battles, and just the teamwork-focused environment created an atmosphere of camaraderie, much more so than other games such as Call of Duty or Battlefield. MAG offered something amazingly unique, and I wanted to evoke that emotion in this article.
Having played a large number of shooters, both single and multiplayer, I feel that I’ve become rather accustomed to the tropes, to the standards, and when certain things start to break down. While certainly more prevalent in certain games than others, I’ve become increasingly frustrated with the phenomenons of invisible walls, especially when those walls are in the middle of the map, and they’re two inches tall.
Right at the end of the Raven Software’s ‘Singularity,’ there was an interesting choice that I found unbelievably refreshing. Up until that point, it had been a rather fun, a little quirky, but mostly run of the mill shooter. I was totally not expecting the end to offer such a unique decision. So, I decided to write about it.
This is an essay that I wrote in April 2007. At the time, I had an English instructor who I felt was being extremely unfair in his writing assessments, and who was unwilling to discuss exactly what was “wrong” with my papers. So, in what might be termed as a “fit” of anger, I wrote and turned this essay in as my final paper.
I received a “B” in the class.