SFPC
SFPC's HTTPoetics reads the handmade web as memory work
Tyler Yin and Kayla Drzewicki revisit the class's hand-built sites: a CD-ROM homage, a hammam of grief, pop-up loops of a toxic relationship.
SFPC
Tyler Yin and Kayla Drzewicki revisit the class's hand-built sites: a CD-ROM homage, a hammam of grief, pop-up loops of a toxic relationship.
Hypnogenesis
Allen Riley and Andy Wallace wired a bullet hell into the guts of an image feedback loop, then demoed it on a CRT for the games-research crowd.
Jenna Caravello
A games-native animator, associate director of UCLA's Game Lab, cleared one of cinema's oldest showcases with two haunted minutes about a swan.
Alice Wang
Four films screened at the New Museum treat Mayan monuments and radio telescopes the way a game treats a level: a frame of reference to inhabit.
generative art
Vetro Editions prints 192 pages of generative weaving in UV-reactive inks, with essays by Casey Reas and Anika Meier.
puppetry
Tales of Two, the first interactive installation from Hague animation studio Yonk, opened at Amsterdam’s new-media museum in July.
Garden of Giants
Dakota Pailes-Friedman tells us what's so heavy
We go in on a police station built wrong on purpose, films rebuilt as late-'90s games nobody can play, and why Mario 64's water still felt like water.
The Baby Steps game designer reflects on jadedness, embodiment, and building a failson from two decades of human movement
Plus stop-motion goodness from Jack King-Spooner and a bevy of updates from Alice Bucknell
Two decades of self-published comics taught Decadence Comics to take a deep breath. Their first game, Rhizomatic Compound, is built to slow you down.
Games, play, and culture with Jamin Warren
Twenty-four hours of film assembled entirely from clocks, and the behavior it produces is not watching at all but sightseeing, closer to a game than cinema.
Screened in Matteo Bittanti's VRAL, the video uses Lance McDonald's Dark Souls debug mod to dig through what a console retains after play ends.
A World of One's Own gathered six months of weird-gaming residencies into one showcase, curated by Beth von Undall.
Mariposita rebuilt a Renaco tree and its pond at full scale for Art Basel Unlimited—photogrammetry turned into an act of devotion.
750 submissions from 50 countries came down to a cohort making video games, net art and CGI film across Latin America, the Caribbean and the African Diaspora.
With scientist Stephanie Zhang and coder Sebastien Zany, the Björk collaborator built a playable myth around a mirage-breathing mollusk deity.
Snakes of Wrath and Desperate Oasis get mass-market editions while the studio's handsome originals wait on a factory restock.
Simple Software Solutions drives ore through a LinkedIn-inflected corporate future where AI has been renamed Labor Liquidation Machines.
Architects who work in game engines gather in Los Angeles on September 18, free to attend, with an image open call closing August 31.
ExoDive's frozen exploration game looks carved from PS1 polygons, and the comments keep mistaking it for anything but the Unreal Engine 5 project it is.
The Tel Aviv animation director teases an unnamed adventure game with stop-motion's thumbprints all over it, built out of Blender.
Three of us had our legs blown off.