
voxel: The Art, Culture, and Future of Games…
“I don’t want to talk about games. I want to talk about how games affect us.”
Voxel was the natural next step from MaxTheCatfish. I had been publishing tutorial videos on YouTube for several years, but I disliked how isolating it was. Was I going to be sitting in my bedroom, alone, playing video games for the next 20 years? I’d go insane. Voxel was envisioned as a channel around which I could build a team of creatives - artists, writers, hosts, videographers - all working toward a shared mission that no one else was doing: to use video games as a way to connect and start conversations with a curious audience about the world around them.
I contracted Gwendalynne Loh to help design a brand that would appeal to gamers aged 18-34, and gathered a team that included a video editor and thumbnail designer to start work on our first video: Multiplayer Loneliness. Voxel’s first video exceeded 250,000 views, and since then, videos have covered topics like The Psychology of Horror, and how video games are becoming The New Third Space.
My work on Voxel has included writing long-form scripts; managing a creative team of artists, writers, and editors; hosting interviews with industry experts; creating motion graphics, 2D, and 3D composites in Photoshop, After Effects, Illustrator, and Blender; planning content for YouTube and social media; designing multiple recording studios; designing production workflows for remote teams; and editing video and audio in Adobe Premiere Pro and DaVinci Resolve (incl. Fusion, Color, and Fairlight)
Voxel started as a platform to talk about games, but with every video it became more of a channel to talk about the world we live in. This snippet from our video on The Game Awards epitomizes how the channel proposes unique perspectives in hopes that viewers form and process their own opinions about them.
…and the world around us.



