I’m a Computational Media PhD student in the Expressive Intelligence Studio at UC Santa Cruz, studying how computers can better support human creativity. My work focuses on the design and development of approachable mixed-initiative creative tools powered by artificial intelligence and generative methods, with the goal of helping people create stuff they wouldn’t be able to create alone.
I value personal computation, casual creators, language-y interfaces that let users explicitly tell the computer what they want, and the “trashy” things beginners tend to create when they’re just getting started. Frivolity is important to me. My background is in game design, and I think we’ve got a lot to learn from how games function – not just as spaces for creative expression, but as creative partners for the player in their own right.
An ongoing series of investigations into the creation of procedural blackout poetry. Includes a browser bookmarklet that can turn any arbitrary webpage into blackout poetry and a mixed-initiative tool that lets you work together with an AI to create blackout poetry of your own. Code available here.
A procedural narrative game set in a completely procedurally generated galaxy. Uses parametrized storylets to achieve a greater level of dynamism than is possible with typical branching narrative structures. Code available here.
A procedural narrative idlegame about existential risks and the death of civilizations, made for the Fermi Paradox Jam in September 2016. My first attempt to create a gardening game: a game that uses procedural content generation to position the player as the caretaker of a living world, which will keep growing and changing even in the player's absence. Code available here.
An authoring environment for simulationist interactive fiction, heavily influenced by Chris Martens’ Ceptre project. Still in the early stages of development, but the eventual goal is to create the equivalent of Twine for stories based on parametrized storylets rather than static branching narrative structures. Code available here.
An interactive narrative system that assembles choice-based stories on the fly from a library of author-provided story fragments, using planning to ensure that every story it produces meets a set of author-specified requirements. I joined this project partway through development and worked with fellow EIS PhD student Jacob Garbe to bring it up to readiness for public release. Code available here.