Category: Worldbuilding
-

on the valence of designed things
The context of a work of design tells the viewer something about the world that the design implies, and signals how seriously it should be taken.
-
the months of rot
Reflections on the dog days of a) summer, b) that thing we still insist on thinking of as “civilisation”, and c) the human life-arc.
-

beyond the douchbaggery of dogs: attentional guideropes and negative worldbuilding in Flow
I will stop overthinking animated movies aimed at children when people stop making animated movies for children set in worlds with a crazy amount of implicit but unaddressed questions embedded in them.