Third Person
Third Person

Our Story

Toronto’s premier source for the diverse and personal stories within independent and local games culture.


Third Person was founded with the ideals of exploring video games through the stories and individuals in our own city. The goal is to elevate games discourse, to investigate the stories they tell and the ones they have created. By talking to developers and community members, we will provide insight into making games and those behind them. Third Person always strives to be inclusive and to give everyone a voice.

With a focus on narrative and game development within the indie scene, Third Person will be a source for a diverse look at the industry. We will always find that special extra something, and look at games beyond their initial surface expectations to the politics and personal stories within.

We will look at modern game releases, older games and everything in between. We are dedicated to approaching games and media with an open mind, and we will explore their worlds and take you, the reader, on the journey with us. Through articles, spotlights on local creators/events, podcast interviews, and long form discussion on the industry, Third Person will be bringing you content on Toronto, and the community and business found here.


TEAM

EDITOR-IN-CHIEF

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Growing up in a small town, going to school for graphic and web design and finally moving to Toronto, Colin began to look for a new project and landed on Third Person. He has always had a passion for video games and finally decided to do something about it. Inspired by websites like Giant Bomb, Polygon, and Waypoint, Colin has founded Third Person with the intent of covering games using a mix of the old and the new.

The early experiences were games like Lego Island, Spyro The Dragon and Pokemon Blue. From there a passion grew. Colin has been glued to E3 coverage, stayed up more times than he can count for a midnight release and has spent hundreds of hours in places like Azeroth. Now, Colin loves to dive mostly into RPGs of all kinds, exploring their worlds and developing his character. Well-crafted stories draw him in too, and he is always on the lookout for a new adventure.

When he's not spending a billion years in a game's character creator, he can be found behind his camera, reading comic books, or probably sleeping.

Selected articles:

Identity and memory in 'Marie's Room'
Subverting expectations in 'A Case of Distrust'
The Underlying Horror of 'Paratopic'
The Truth in Tall Tales: Legacy and culture in 'Where the Water Tastes Like Wine'
The new frontier in 'Heaven Will Be Mine'

Some of his favorite games: Gone Home, Bastion, Monster Hunter: World, Dragon's Dogma: Dark Arisen, Mass Effect, Overwatch, Life is Strange, Persona 4 Golden, Mirror's Edge, Dark Souls 2, Final Fantasy VII, Fallout: New Vegas

E-MailInstagram / Twitter / Steam / PSN: noautomobilesgo

MANAGING EDITOR

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Phoenix Simms
@PhoenixSimms


Phoenix is a former fine arts student and writer who graduated from Ryerson’s Literatures of Modernity program, where she managed to convince the faculty to let her research the potential literariness of video games. She’s a hobbyist illustrator and aspiring game narrative designer who’s decided to devote some serious time into learning how to make and tell great digital stories.

Her earliest experience with videogames was dying a lot in Prince of Persia (1990) on her family’s Macintosh SE/30. Later on, she really got hooked on videogames as an art form when playing JRPGs and niche story-driven action adventure games like Soul Reaver in the 90s. She’s always wanted to contribute art or writing to the video game industry. The fine arts stint was initially her strategy to train for the position of concept artist, but she found she was more diligent towards electives that dealt with art history research and creative writing. Hence switching to become an English major to focus on what make game narratives tick instead. She’s very invested in the intersection of text and stylized images in video games and how interaction makes that intersection a rich storytelling medium. No matter if a game is super irreverent in tone, like Shadows of the Damned, or more serious-minded like Bloodborne.

When she’s not playing or learning how to make story-driven games, Phoenix is likely raiding the shelves of second-hand bookstores for rare editions of Patricia A. McKillip novels, devouring the latest issues of comics like Monstress and Sleepless, or preparing for a role-playing session. She’s also currently drafting a fantasy novel.

Selected articles:

Press X to Disparage Game Design: 'The Order 1886'
Unearthing Desire in a Digital Age: 'the earth is a better person than me'
An early look at 'Patriah'
Casting Silence in 'Final Fantasy'

Some of her favourite games: Final Fantasy VII, Suikoden II, Soul Reaver, Metal Gear Solid, the Devil May Cry series, Ico, '9 Hours, 9 Persons, 9 Doors', The Banner Saga, Darksiders, the Dragon Age series, and The Vanishing of Ethan Carter.


PAST CONTRIBUTORS

Alex Marshall, Glen Mullan, Craig Jay, Kira Metcalfe, Nicholas Edwards, Sam Houpt, Mike Blais,
John Marshall, Heather Marshall, Braydon Beaulieu, Samantha Cook, Kate Haines, Logan West,
Andrew Bailey, Jen Stienstra, Guilherme Bandini, Saffron Aurora, Emma Vosen, Stephanie Herdman, Sebastian Scaini, Del Nordlund, Daniel Rosen, Arman Aghbali, Dawn Davis, Gabby DaRienzo

FRIENDS OF THE SITE

Gamma Space, Dames Making Games, The Hand Eye Society, Secret City Adventures, Toronto Game Jam, EGLX, Toronto Comics and Arts Festival, Extra Life