
Sometimes those things were literal worlds. A Minecraft server. A player-run nation. A shared map big enough to get lost in. Sometimes they were quieter structures: a cultural database for Indigenous song, a coloring book built with disabled artists, an internship program ritual inside Nickelodeon, a room where someone could pick up an iPad and find ancestral knowledge waiting for them, intact. Sometimes the structure was barely visible at all. A workflow. A trailer. A feedback loop. A tone of voice. A message written carefully enough that a community did not splinter around it.
That is the throughline in my work. Not platforms. Not industries. Not titles. Worlds. Atmospheres. Conditions. The fragile architecture of whether people feel welcome, held, remembered, and real.
That is why I am writing to you.
Most studios make games. Some studios make audiences. thatgamecompany makes emotional weather.
Your work has always felt interested in the part most people rush past: how it feels to be in the presence of another person without language doing all the lifting. Light, distance, movement, song, timing, silence, return. You build worlds where people do not just complete tasks. They notice each other. They grieve. They help. They wait. They wander. They become softer, stranger, sometimes more themselves. That is not an accident of art direction. That is community design at the level of the nervous system.
Jenova Chen's line, "Nobody is born toxic — it's the environment we formed," lands with me because I have watched that sentence prove itself over and over again.
I have seen online spaces become generous because the structure around them made generosity easier than cruelty. I have seen them turn brittle when they were left unattended. I have spent years in the strange civic life of online worlds, where one moment you are reviewing a trailer cut, the next mediating a conflict between exhausted staff, and the next trying to decide whether a broken system can be repaired honestly or whether the most ethical thing left is to say: this isn't holding anymore.
A few years ago, a whole subcommunity lost its flagship Minecraft server. People were still standing around the crater pretending it was normal. I built Valoria Earth to answer that absence: a geopolitical siegewar world on a 1:500 scale Earth map, shaped through custom development, long-standing creator collaboration, paid campaigns, cinematic trailers, and a thousand-person Discord built from almost nothing. Launch day filled. A week later, a map-generation failure broke part of the world at the foundation. I refunded every purchase, relaunched rather than normalize a broken experience, and later closed the project when I could no longer support it at the level the community deserved. That was one of the hardest things I have done. It was also community work. Not the shiny kind. The real kind.
Elsewhere, the work has looked very different and somehow been exactly the same.
That matters here, because the role you are hiring for is not "post on social media and keep the Discord tidy." It is something much more interesting.
You are looking for someone who understands that what happens around a game is part of the game. That online community is not just marketing exhaust or customer support with emojis on it. It is worldbuilding. It is stewardship. It is tone. It is timing. It is knowing how to make a person laugh, or feel seen, or lean closer, or come back tomorrow because something about the space still feels alive. It is knowing how to listen deeply enough that players and creators do not just feel managed, but recognized.
That is the work I know how to do.
I know how to make a world feel inhabited before someone enters it. I know how to write a trailer, an announcement, or a difficult public-facing message with an ear for consequence. I know how to build rituals, feedback loops, and forms of care that are subtle enough not to feel paternal and sturdy enough not to disappear when pressure hits. I know how to carry both the creative and infrastructural side of community work without treating either as secondary. I know how to read the room. I know how to notice when something is drifting. I know how to help people feel that there is still a human being on the other side of the screen.
And I know, maybe most importantly, that communities are not built by extracting attention from people. They are built by making a place worthy of it.
I am applying because I think I could do meaningful work with you. Not just competent work. Not just "brand voice" work. Meaningful work. The kind that helps a game live and breathe online in a way that feels true to its spirit. The kind that makes people want to stay. The kind that lets them feel, even for a moment, that the internet has not entirely forgotten how to be a place.
Thank you for reading this.


I don't draw a line between my personal and professional lives. I never learned how. Whether I'm helping build cultural preservation tools with Indigenous elders, designing creative programs for neurodivergent adults, or leading online game communities through conflict, the posture is the same: show up, pay attention, build something that holds. I hold a Masters in Arts and Community Practice from the University of Melbourne. My work has ranged from Nickelodeon and MTV Networks to community archives, public art, and player-run worlds. The environments change. I don't.
A whole subcommunity had lost its flagship server, and there was nothing replacing it. I built Valoria Earth to answer that gap: a geopolitical siegewar server on a 1:500 scale Earth map where diplomacy, trade, war, and nation-building were left in players' hands. The project grew through collaboration with long-standing developers in that scene, custom Java work, 120+ integrated plugins, paid marketing across adjacent communities, and cinematic trailers designed to make the world feel mythic before players ever stepped into it. It grew from three Discord members to more than a thousand, supported by a 35-person staff team I recruited and led. Launch day hit 150 concurrent players. A week later, a map-generation failure broke the world at the foundation. I refunded every rank purchase, relaunched rather than normalize a broken experience, and closed only when I could no longer support the community at the level it deserved.
Every long-running Minecraft server eventually becomes part town square, part municipal government, and part forensic investigation into who stole the diamonds. Wildercraft has always had a little of all three. I moved from player to staff to co-owner over six years, revived the Community Representatives program, led weekly rep meetings, and produced trailers during periods when the server needed fresh energy. Meeting the owner and long-time players in person years later made something obvious: this was never just a server.
The Discovery app came out of a specific ethical problem: how do you build a digital system for Indigenous song, language, and cultural practice without flattening it into a Western archive? Working through the Research Unit for Indigenous Arts and Cultures, I collaborated closely with Dr. Sally Treloyn and Dr. Reuben Brown, whose ethnomusicological research and fieldwork shaped the platform's structure. The work was also guided by a harder question raised in "How Do You Feel About Squeezing Oranges?": when knowledge is documented, does the community keep the juice, or are they handed back the empty glass? The result was a relational song database representing more than 60,000 years of cultural practice, built to work with institutional archives without surrendering community control to them. What stays with me most is still simple: handing an iPad to an elder and watching them move through ancestral songs in a system built to return knowledge, not extract it.
I started in visual effects and post-production, where too much important work was being held together with spreadsheets and workarounds, so I built a FileMaker production-tracking database for the Post Effects team because waiting for the industry to solve it was not useful. That instinct carried me across seven years of multidisciplinary work in post, production support, systems design, training, outreach, studio operations, and early digital archiving. I helped co-found the Digital Operations department, developed systems informed by institutions like the Library of Congress and LACMA when entertainment had no settled playbook, mentored interns, launched Friday Nicktern Screenings, and helped bring animation education into underserved schools through Let's Draw. The throughline was not any one tool. It was building structures, access points, and support systems that let creative communities do better work.
At Art Life, the adults I worked with were artists. The job was to treat that as fact and build from there. I taught photography, digital art, stop-motion animation, publishing, and touchscreen-based creative tools, helping participants develop portfolios through real practice, experimentation, and finished work they could stand behind. We made images in the studio and out in Melbourne. We built work worth printing, sharing, and keeping. I also co-founded the Art Life Open Studio Coloring Book, which brought 38 artists together in one published object and gave the program a lasting form people could hold in their hands.
I joined through a professional relationship that had held for nearly twenty years, then contributed in FileMaker Pro, HTML/CSS, and JavaScript across multiple live production systems — an environment that demanded precision, strong judgment, and clean thinking.
I came in after production and supervised post for nine separate Home Depot Spring Preview 2024 videos under an extremely tight turnaround, coordinating editors, a graphic artist, revisions, approvals, and final delivery through Wrike while effectively living on-call. The footage came from multiple live-action shoots. The job was to turn that volume of moving parts into finished, studio-grade pieces in time for a live media event where there was no room for almost.
My visual and academic work asks many of the same questions as the rest of my career, just more directly: who controls the frame, what a system preserves, what it erases, and what it means to give something back rather than simply capture it. Through documentary photography, fieldwork, and critical writing in Australia and Indonesia, I have explored public space, digital ownership, ethnographic responsibility, and the social assumptions built into the worlds people move through.