Making the Last of Us Part II’s Best Level

Game Maker's Toolkit


Mark Brown interviewed me about how the “Musem Flashback” was designed and developed.


The Best and Most “Stealable”
Mechanics from Tabletop RPGS

GDC 2023


A half-hour talk detailing the powerful mechanics that should be taken and used in video games.

Focusing on what we can learn from Table Top Game Design.


Interactive Pacing Design

GDC 2022


A guide to pacing a level perfectly by letting the player drive the timing.

In this talk I showcase the techniques I used to make my sequences of TLOU2.


Designing the Museum Flashback

GDC 2022


An hour-long tour of the design process and production of one of my sections on TLOU2.

This talk fully breaks down the workflow and concepts used at Naughty Dog for level design.


How Games Speak

Extra Credits


Games have a lot of parts and layers, each can say something unique.

They can say even more together if you know what you’re doing.

I wrote this video to show people how to think about these layers of meaning in games.


The Unmatched Power of Being Wrong

Glitch City Demo


Letting people be wrong is the heart of surprise, and a fundamental of good storytelling.

I try to prove it here showing what Star Wars has in common with an indie-game about bar-tending.


Achieving Vicartiy

Extra Credits


Great games let you live fictional moments. But we don’t talk enough about it.

So I made a new-whole-dang word to try and fix that.


Types of Conflict

Glitch City Demo


Conflict is about way more than people fighting.

So here is a crash course on all the ways people can struggle in stories.