Hexin Cai's Out of Focus Rebuilds a Childhood Flat in Pixels
The free Bartlett graduation project sets resolution against memory: some rooms return as coarse mosaics, others almost sharp.
The free Bartlett graduation project sets resolution against memory: some rooms return as coarse mosaics, others almost sharp.
Jeremiah Johnson’s site counts the days around 300 dated sets and releases, from his 1980 birth to a projected death in 2057.
Brad Hock and Andrea Laperni extend the Italian publisher’s catalog of printed play, timed to Lucca Comics & Games.
Studio 2084 is sending its print-and-play tooth-collecting brawl to anyone who donates before the anti-capitalist festival
Alix Bugat and Elouan Le Bars close the Brussels-Arles residency for experimental video games with a free talk at Octobre Numérique.
The Processing co-founder turns a weekly watercolor into a score for software agents, live, one last time before the show closes.
Pierre Moulin's 360-degree film premieres in the Kaohsiung Film Festival's XR Competition, with resin sculptures pulled out of its world.
Ian Cheng, Lynn Hershman Leeson, Gene Kogan and Franco Mattes present at the New Museum, alongside the Intersubjectivity IV book launch.
Total Refusal, the Vienna collective that turns mainstream games into political theater, performs at Games Transformed in London.
Directed by Otman Qrita, the one-minute short sells motion capture as craft as the designer’s Xbox horror project moves through production.
A cinematographer and two horror game makers on shooting space aboard a Baltic ferry, building a slaughterhouse inside a church and leaning into the dark.
vladkudas's black-and-white brutalist horror demo is out now, with walls that become floors as you run.
Podcast
Plus getting lost in Goa and a blob of petroleum animates
Podcast
Lisa Jamhoury on Lossy, Grief, and the Digital Body
Podcast
In this episode, I talk with Greek artist Kyriaki Goni about Telling the Bees — her in-development game about a character called the Bee-Seeker, searching for the last surviving bees in a near-future Aegean archipelago on the edge of ecological collapse.
Podcast
I sat down with Lou Faroux—French artist and filmmaker—to talk about growing up on The Sims, why she spent years making films before she ever touched a game engine, and what it means to treat internet collapse as an art subject rather than a catastrophe. Lou's
online talk
In this conversation, we'll trace the arc of that practice through Otherworlds, Steensen's survey exhibition at Centre PHI in Montréal, which gathers five installations across five distinct spaces and spans roughly 15 years of work.
Events
On April 17th, I'm bringing together two artists who are both making work about the climate crisis—and both are reckoning with what it means to build within the systems driving that crisis.
Podcast
In 1922, Bronislaw Malinowski’s Argonauts of the Western Pacific changed anthropology forever, introducing the world to "thick description" and the rigors of deep fieldwork. A century later, researcher Michael Hoffman is bringing that text into the future. In this episode, Jamin Warren sits down with Hoffman—a
Podcast
There's already a game about the Haitian Revolution. It's part of Assassin's Creed. You sneak around, you stab people, you "free the slaves"—and the game gives you an achievement notification. Dom Rabrun thinks that's bullshit.
Podcast
The same silica that powers your GPU fills the sand traps at Augusta National. Artist Sam Ghantous joins us to discuss "your golf course made my GPU," his three-channel video installation that traces the geological origins of our digital obsessions.
Podcast
Whether through wearable pieces or digital triptychs, Lauren’s projects make a space where past and future, alchemy and technology, collide.
Podcast
We spoke with Mario about his design process of games and live-action role-play experiences, how he incorporates research on politics and labor into his creative practice, and how he is shifting from commercial work to personal practice in the fine-art world.
Podcast
Sam and Andy sat down with us to speak about their 3D modeling software from childhood, why improv comedy is seminal for their practice, and the game they’re designing—fingers crossed, the first of many.