Back in December, I got an e-mail that made my day. It was an editor for Smithsonian Magazine, asking if I'd be interested in taking on a short piece looking at the use of film noir style lighting in video games.
The finished piece is indeed very short (I could definitely write a few thousand more words on the topic) but I had a great deal of fun writing it and my editor was excellent to work with. It's in print on newsstands today, in the March 2013 issue, or available online.
My picture is on the Contributors page for the issue and everything. Next to Jane F*cking Goodall. I'll probably be pleased with this for quite some time to come.
(And yes, that's the piece that inspired my meditation on light in ME3.)
In other work I am pleased with, I have been doing some light contributing to Gameological, who are also a delight to work with and a fount of patience. I pitched in to the Valentine's Day Inventory of Unhealthy Relationships in games (guys guys guys there are so many) and I got to review Antichamber, which is a delicious mindscrew of a game. I found its logic best explained in the language of the dreamer.