I am a narrative designer and game writer based in Brooklyn, NY. I have a background in early modern and Victorian European history (specifically scientific history and cultural history), and I specialize in atmospheric, magical-realist, and relatably funny storytelling, focusing on emotional resonance through dialogue and environment.

I have written and designed digital games in Unity, Inform 7, Twine, Yarn Spinner, Ink, and GameMaker, as well as analog board games, theatrical puzzle-game events, and homebrewed tabletop role-playing games. Many of my projects have been developed solo. I specialize in dialogue, worldbuilding, and found artifacts.

In April 2024, my solo journaling TTRPG for journeys on public transit, “The Long Commute,” was published in Games for a Rainy Day, a collection of work by independent game designers, collected and published by TXTbooks.

Central motifs in my work include hunger, curiosity, the natural world, and bugs, specifically using the perspective of a very small creature in a very big world to create a sense of vaguely surreal horror. I have also coined the term “tunnel structure” as a framework for analyzing and designing narrative structure focusing on the juxtaposition of a character and the much larger scale of their environment.

I can be found at the following places:
email: segaln17@gmail.com
itch.io: segaln17.itch.io
bluesky: @mothmansearlobe.bsky.social

My undergraduate honors thesis in History entitled “Dancing on the Dead: Death, Entertainment, and Respectability in Victorian London,” can be found on OhioLink below:
“Dancing on the Dead: Death, Entertainment, and Respectability in Victorian London” (2021)