museum
Seventeen artists rethink our place on earth at the Frist
Shimmer: Dreaming the Posthuman opens Sept. 25 in Nashville with game-engine worlds by Ian Cheng and Jakob Kudsk Steensen, plus an MIT Press catalogue.
museum
Shimmer: Dreaming the Posthuman opens Sept. 25 in Nashville with game-engine worlds by Ian Cheng and Jakob Kudsk Steensen, plus an MIT Press catalogue.
Flux Empyrean
A clip promised a cursed artifact that follows you forever, but Flux Empyrean had different ideas
ai
Every visitor at the Grand LA wears a wristband and a scent collar, and leaves holding a paper token of the data they generated, to keep or to destroy.
DDoD
The Future Entertainment Company built a 60-square-kilometer sealed zone on real-world topography, the way S.T.A.L.K.E.R. leaned on Chernobyl.
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.
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
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.
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.
Vetro Editions prints 192 pages of generative weaving in UV-reactive inks, with essays by Casey Reas and Anika Meier.
Tales of Two, the first interactive installation from Hague animation studio Yonk, opened at Amsterdam’s new-media museum in July.
Dakota Pailes-Friedman tells us what's so heavy
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.