Portfolio

A generous curation of digital and analog writing, game design, ideas, pedagogies, practices, and other projects.  Please contact me for more information.

Designing & Making

Here are a few games and designs I have created, published, and played over the years:

Freeform LARPs

Digital Games

TTRPGs

Writing, Editing, & Curating

Here are a few online and multimodal essays and projects I have written, curated, designed (see my CV for a full list of my publications):

Video Games, Literature, and Close Playing: A Practical Guide.  Co-authored with Timothy J. Welsh.  Routledge, forthcoming November 2025.

Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin’s Creed to Gone Home in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. This book also includes a brief history of video games and literature, critical questions and suggested readings for each chapter, and a collection of prompts, activities, and assignments for students and instructors to engage, adapt, and explore. This book is designed to be useful, modular, and playful, to provoke questions and conversation, to encourage connections and collaboration, and to inspire critical thinking.

Roll with Advantage: Creative, Collaborative, and Critical Responses to Dungeons & Dragons.  Edited by Suzanne Richardson and Edmond Y. Chang.  Play Story Press, October 2025. 

Roll with Advantage: Creative, Collaborative, and Critical Responses to Dungeons & Dragons is an interdisciplinary, multi-genre, mixed-form anthology featuring poetry, fiction, creative nonfiction, personal essays, interviews, and analytical scholarship about and inspired by D&D—the game, the legends, the media, and the people. The book is a playful, imaginative, and critical response to D&D’s pop cultural renaissance, particularly during and after the global pandemic, with its appearances on television shows like Stranger Things, Community, and The Big Bang Theory, celebrity players like Vin Diesel, Deborah Ann Woll, Tim Duncan, Stephen Colbert, even Dame Judi Dench, as well as the growing popularity of actual play shows like Critical Role and Dimension 20.

  • Edited a special issue of Analog Game Studies 12.2 (July 2025) on “Queer Analog Game Studies,” which included four essays and an introduction entitled “Be Queer, Do Games: Introduction to Queer Analog Game Studies.”
  • Edited a special game studies-themed issue of Configurations 36.2 (Spring 2024) with Ashlee Bird, which was the first of its kind for the journal. The issue featured eight essays and an introduction co-authored by Bird and myself.
  • Serve as incoming Editor-in-Chief for Analog Game Studies (AGS), a journal dedicated to the academic and popular study of games containing a substantial analog component.
  • I am a Contributing Editor of Gamers with Glasses, website of scholars, developers, designers, and gamers.

Teaching & Pedagogy

Teaching Awards

  • University Professor Award, Nominated and Awarded by Students for Outstanding Teaching, Office of the Provost, OHIO, 2024-25.
  • Outstanding WGSS Affiliate Faculty, Certificate of Appreciation, Women’s, Gender, and Sexuality Studies, OHIO, 2023 & 2024.
  • Chairs & Directors Emerging Faculty Leadership Award, Office of the Provost, OHIO, 2023.
  • LGBTQIA+ Distinguished Faculty Award, University of Oregon Lesbian, Gay, Bisexual, and Transgender Educational Support Services, 2016.
  • UW Excellence in Teaching Award, University of Washington Teaching Academy, 2009.

Sample Video Game Studies Courses

  • ENG 3850: Writing About Culture and Society: “Critical Approaches to Virtual Worlds & Video Games” | Autumn 2018
  • ENG 5930: Independent Reading: “Introduction to Queer Game Studies” | Autumn 2018 | Graduate Course
  • CHID496F: Focus Group: “Why So Serious?: Video Games as Persuasion, Politics, and Propaganda” | Co-Taught with Timothy Welsh | Winter 2010
  • CHID496F: Focus Group: “Close Playing, or, Bioshock as Practicum” | Co-Taught with Timothy Welsh | Winter 2011
  • CHID496F: Focus Group: “Video+Games+Other+Media” | Co-Taught with Sarah Kremen-Hicks | Winter 2012

Sample Media Studies Courses

  • ENG 3060J: Women and Writing: “Feminist Approaches to Buffy the Vampire Slayer” | Spring 2021 | Online
  • ENG 3970T*: Specialized Tutorial: “Electronic Literature, Digital Narratives,” Kayla McGinnis (English, Honors Tutorial College) | Autumn 2019
  • ENGL110D: Introduction to Media Studies | Spring 2015
  • CHID480F: Special Topics: “Mediating Identites: Technologies of the Self” | Spring 2012
  • ENGL111: Composition with Literature Courses on New Media, including: “Imagining Cyberspace” and “Everyday Media: Reading, Writing, and Critiquing

Invited Talks, Workshops, & Presentations

Here is a selection of talks, demonstrations, and presentations I have given in person and online (see my CV for a full list of my presentations). Click links for recordings.

  • Queering Games, Gaming Imaginaries,” invited workshop for Open Access Week “Community over Commercialization,” Open Scholarship Commons, University of Washington, Seattle, October 24, 2024. 
  • Humanities at Play: LIM with Edmond Chang,” invited speaker, Nevada Humanities, July 30, 2024, online.
  • Code/Queer Games/Technonormativity,” keynote, Unlink(ed): Electronic Literature Organization (ELO) conference, July 19, 2024, online.
  • Queer Representations of AI,” invited speaker, part of the “On Hallucinations, Spark(l)ing Intelligence and the Apocalypse: Representation(s) of AI” speaker series, Digital Humanities Research Hub, School of Advanced Study, University of London, March 13, 2024, online.

For other sections of my portfolio, go to: