Contact me if you're interested in one of the following talks/workshops.


Do you want to make music at game jams or support your team during rapid prototyping phases? There are easy formulas for pulling a catchy song out of nowhere and some ridiculously easy, cheap tricks for buffing up music into something better on the spot. This lecture/workshop is loaded with tips/tricks/suggestions for anyone who wants to be able to make music quickly. We'll do a deep dive into music-writing techniques and strategies, including tips for specific VSTs and plug-ins. Say yes to absolutely every team that asks for tunes and prepare for lots of fun. These are my game music hacks.


Everyone has experienced Impostor Syndrome and yet somehow we are under the delusion that we are each exclusively unqualified and out of place. "Everyone vs. Themselves," titled after a comment a AAA game developer made to me about Impostor Syndrome in the game industry, is about the truth behind my fake-it-till-you-make-it entrance into the video game industry, climbing until I managed to stabilize myself as a freelancer, and how to combat the worst enemy to the development of our careers: ourselves.


Discussing intimate topics can be hard. We have to lower our guards and render ourselves vulnerable yet still make sure we are all comfortable. How can we be positive we're maintaining continuous consent or choosing the appropriate tone and language for the exchange? If we are careful, humor can be an effective vehicle for discussing otherwise uncomfortable topics. Drop the Mic and Shout is intended to be an interactive comedy set where we analyze and discuss intimacy in our lives and in video games, share some laughs, and dare to make ourselves vulnerable. (While participation is already optional, a completely non-interactive version is possible.)


Escape rooms have been trending in the past several years, but their roots are in escape-the-room genre games of the past few decades. Get In & Get Out is a workshop that discusses the nature of escape rooms, compares them to familiar video games, and describes how to design an escape. Participants are then challenged to take a scene from an existing game and turn it into an escape. 


I gamify growth for myself and together with other people. Adults learn through play as well as children, but school breaks this habit for most of us. When I find myself facing real-world challenges, from dark struggles with the self to goals I want to pursue to social interactions to my romantic entanglements, I look for ways to gamify the situation and NOT by creating a level-up system. This makes tackling problems not only more concrete (and, thus, seemingly possible), but even fun while also avoiding the dangers of gamifying one's self.


A 101 on concepts of non-binary genders and other non-cis and queer identities, this talk is meant for any audience who may be unfamiliar with these topics. It's especially geared towards youth, educators, and workplaces. (A "201" version of this talk for audiences who are already familiar with these concepts is also easily arranged.)