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Assorted Academic Writings

A collection of essays and research exploring storytelling, design, and cultural impact across theater, architecture, video games, and more. From deep analysis to bold optimism, each piece invites curiosity, discussion, and fresh perspectives.

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Project Trickster

Project Trickster is a groundbreaking virtual reality theater experience that brings live performances into immersive digital spaces. Combining VR technology with motion capture and interactive environments, Project Trickster enhances theater accessibility, education, and engagement in innovative ways.

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The Phoenix Manifesto

"The Phoenix Manifesto" argues that theater, like a phoenix, continually rises from challenges, embracing failure, innovation, and immersive storytelling. It lays out eight core principles to ensure theater remains thought-provoking, impactful, and relevant in the modern world.

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Napoleon & Architecture

​This paper explores how Napoleon III used architecture and the arts to showcase power and shape France’s identity. Emphasizing grandeur and imperial symbolism, he blended Neoclassicism with militaristic and Roman influences, giving rise to the Empire Style. Though short-lived, his artistic legacy left a lasting impact, influencing Romanticism and period design seen in films and theater today.!

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 Athletic Shoes and the Development of Sneaker Culture

​This paper explores the evolution of athletic shoes from early sports footwear to a cultural phenomenon. It examines key innovations, the rise of sneaker culture through basketball, hip-hop, and skateboarding, and how sneakers transitioned from performance gear to fashion statements.

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Ripe for Research: 2.5-D Musicals

2.5-D musicals bring anime, manga, and video games to life on stage, blending faithful adaptations with innovative theatrical techniques. This growing genre offers exciting opportunities for research in performance, design, and audience engagement as it expands globally.

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Video Games & Education

Brimming with optimism, this paper makes an impassioned case for video games as educational tools, arguing they enhance cognitive skills, decision-making, and engagement in subjects like literature, psychology, and philosophy. While perhaps naïve in its enthusiasm, it earnestly suggests that interactive storytelling in games like Life Is Strange could make learning more immersive and meaningful.

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