CBC Day 6 | Sea of Solitude is the latest high-profile video game to artfully explore mental health, trauma and isolation
I was interviewed about designing and writing games about mental health, alongsidegame design professor Sandra Danilovic, by Jonathan Ore
Women Of Ubisoft – Kaitlin Tremblay | An Interview for Ubisoft’s Women of Ubisoft Series
I was interviewed about my work in games, getting into games writing, and the important of diversity and inclusion, by Youssef Maguid
Building A Better World Through Games| Press Coverage Of The “Building A Better World Through Games” Panel, by Ubisoft Toronto and XBox Canada
A panel I moderated on building a better world through video games was covered by Game Industry Biz, by Brendan Sinclair
We Shall Be Monsters | An Interview of Kaitlin Tremblay, Author of “More” in We Shall Be Monsters
The Walrus | Why the Unapologetic Representation of LGBTQ Love in Online Games Is Worth Celebrating
I was interviewed about the importance of LGTBQIA representation in video games, by Amanda Scriver.
Shameless Magazine (Issue 35) | Strength in Numbers
Open Book Toronto | Fifth Business; First-Person Shooter – Whither the Great Video Game Adaptation?
I was interviewed about the potential future for Canadian Literature adaptations into videogames, by Evan Munday.
Bitch Magazine | Flesh & Twine: A New Storytelling Platform Explores Gender Horror With Each Click
I was interviewed about the role of horror in feminist gamemaking, by Carli Velocci.
Humber: School of Creative and Performing Arts | Publishing Grad Nominated for Five Video Game Awards
I was profiled about the success of Lights Out, Please and my career path.
Open Book Toronto Special Feature: Kaitlin Tremblay on her Interactive Fiction Game, Lights Out, Please
I was interviewed about the intersections of fiction, storytelling, and video games
Fem Hype | Blanket Fort Chats: Game Making with Kaitlin Tremblay
I was interviewed about my writing and gamemaking process
University of Windsor Alumni | The Medium is the Terrifying Message
I was interviewed about my games and current editorial work.