The games I love give me something to argue about long after I put down the controller. An ending that earned its silence. A world that changed between editions. A shortcut that became the whole point of playing. I write to give you more to see in those moments—and more to say about them.

I wrote the backstory and dialogue for Selling perogies in Winnipeg, MB, 1952, made at this studio. Writing for a player who can walk away mid-sentence gives you an appreciation for every line that earns their attention. I bring that appetite for the details to the criticism here.

Follow me into the decisions behind the finished game: what a team wanted, what the business needed, and what players made of both. Come away with an argument worth having.

Find a story to get into.

Away from the studio I write culinary cozy mysteries set in Winnipeg. Different setting. Same pleasure in giving someone a reason to turn the page.