06
The room the work was made inInfluences
A small, honest list of what is shaping the work right now. No links to buy, no affiliate energy. The point is the room, not the receipt.
01
Music
- The room everyone is still trying to walk into.
- What restraint sounds like at full attention.
- The arrangement is the player too.
- The puzzle that keeps changing the puzzle.
- A love letter that takes its time.
- Joy as a structural choice.
- The bridge. Everything is in the bridge.
- Vulnerability with a horn.
- Open water on a record.
- The calypso bones under the form.
- The late-set ease, recorded.
- What an orchestra does to a horn.
02
Books
- Scythe (Series)/ Neal ShustermanRules, consequences, the moral cost of the design.
- The 48 Laws of Power/ Robert GreeneRead as anatomy, not instruction.
- The BibleThe original anthology.
03
Games
- The Legend of Zelda: Skyward SwordThe one that taught me a story can hold you.
- The Legend of Zelda (Every One of Them)The franchise that made playing feel like reading.
- RimWorldAn extraordinary story generator that happens to be a game.
- KenshiThe same trick, with more dust and worse manners.
- Cyberpunk 2077For how immersive the story turns when the city does its job.
04
Ideas
- Improvisation Under ConstraintsThe only sentence I am sure of.
- There Are No Wrong Notes in JazzOnly the ones you do not follow up on.
- The Room Is the InstrumentCredit to Eno; lived as a producer.
- Geography Before LorePlace is the precondition for story.
- Describe What Is There, Not What You Think Is ThereA rule the Archivist taught me.
05
People, Quietly
- The People I Play WithNames withheld; the gratitude is not.
- The Maintainers of the Open-Source Projects on Which All of This RestsA thanks that will not fit in a colophon.
// Updated when the room rearranges itself.