• The Original Art at Society of Illustrat...
    • on view October 31, 2026 – January 30, 2027
  • If You Run Out of Words - Felicita Sala
  • Damdaman: Feelings in Filipino - Jocelyn Francisco
  • I Am a Leaf - Angelo Mozzillo
  • What Do You Do with a Chance? - Kobi Yamada
  • What Do You Do with an Idea? - Kobi Yamada
  • You Matter - Christian Robinson
  • I Am the Subway
  • Frog and Toad are Together
  • Lena - Chia Ying Chuang
  • Where Did All the Crayons Go?
sep 3 2026 ∞
sep 8 2026 +

writing

reading

jun 16 2026 ∞
sep 14 2026 +

Yumi Sakugawa, Notes on Creative Practice and Ecosystems, 10/10/2026

  • "Instead of directional arrows pulling energy away from my readers towards me (PLEASE GIVE ME LOVE AND ATTENTION AND VALIDATION), I imagine the directional arrows now radiating outward, away from my heart and out into the world (HERE IS SOMETHING I DESIRE TO SHOW YOU, HERE IS SOMETHING I WANT TO SHARE WITH YOU AND WANT FOR YOU TO EXPERIENCE)"

Thom Yorke and Harry Styles Musicians on Musicians interview for Rolling Stone, 10/10/2026

  • "the more you do (art), the more liberated you become from the end result"

Judith Thurman, Drawn from Life (2012 piece about Alison Bechdel), 9/18/2026

  • During a break—she was printing out the...
may 22 2026 ∞
oct 14 2026 +

Mattaniah Aytenfsu, SFPC, Form/Flow/Feel... , 10/1/2026

  • The things you already track without meaning to, a mood, a route home, who you text back first, are a kind of rule set you didn't know you'd written... Getting the data was never the hard part. The hard part was deciding what was worth noticing, and sitting with everything a number leaves out.
  • body ("vivid dreams"), behavior ("the route you take home," "what you reach for first in the morning"), relational ("who you thought about and didn't text")

Celine Nguyen, personal canon, the life ... , 8/12/2026

  • Writing in public, as Marlene Jo observed earlier this year, can: 'remove you from the slower and unrewarding work that allows you to form a more interesting and complex understanding of things. The more I privately journal the better my public s...
may 22 2026 ∞
oct 14 2026 +

Chelsea Stark, Polygon Exit Interview, 5/29/2026

  • What was important to me is if people aren’t struggling with operational problems, they can work better. If everyone understands where to go for things, it makes their lives easier. I've certainly worked at places with confusing or frustrating operational systems. And overall, having worked at good and bad workplaces, I really wanted to make sure we had a place where people felt supported and like we were creating a good culture. Sometimes, it feels like you're climbing a mountain, because the work never stops, and it is hard, and at the end of the day it’s largely vibes. And sometimes, some stuff is not your fault, or people will be upset at you for things outside of your control, and you just kind of have to eat that. That’s what it is. [...] I just wanted to make sure we had a place where no one is y...
may 22 2026 ∞
may 29 2026 +

Tony Howard Arias, Post Games(?) (can't remember), 4/15/2026

  • Lecturing or starting from a conclusion [isn't] an effective way to have a dialogue [with an audience].

Danielle Brathwaite-Shirley, Post Games, 4/15/2026

  • Leaving the experience [of a piece or game] with a story or "I" statement

Meredith Gran's game dev playthrough of Perfect Tides, 2/9/2026

  • Video games are a way to share embodied experience of what it was like to be alive/use technology at a certain time
  • Mechanics serve theme/plot, e.g. point and click mirrors awkwardness of navigating the world(!)
may 22 2026 ∞
may 22 2026 +

games and game design

  • Game designers usually don’t tell us exactly what to do. They aren’t like novelists, who fix every action of every character. Game designers work a step back. They shape the general contours of our action, but not the precise details. They give us motivations and abilities, and an environment full of obstacles to face—but then set us free to act, to figure out how to achieve those goals. Our actions are still our own.
  • Scoring systems can be used to explore alternate selves. Games are a library of agency.
  • This is the incredible part of games: Whatever feeling you want, whatever kind of absorption or intensity you desire, whatever level of difficulty works for you at that moment, you can find it. Games offer you the freedom to sculpt the world, the tasks, and the goal to give you whatever...
may 25 2026 ∞
may 25 2026 +