A free demo turns Pac-Man into first-person baby horror
BREAKOUT BABY, from developer STH and publisher Assemble Entertainment, hands you an infant and a maze
BREAKOUT BABY, from developer STH and publisher Assemble Entertainment, hands you an infant and a maze
Toddlers step out into the world of consoles
The London studio's lockdown-era collectathon returns at true city scale — hundreds of thousands of birds, and one of them is your soulmate.
Cameron Granger built a warehouse party for the last night on earth and cast you as the Angel of History. Tomorrow at 11am PT, he joins us for thirty minutes to talk about it.
A cabinet in Tokyo runs a language model that writes a stranger's life from census data, and its maker is still deciding what to call the work he does.
Zeitgeist Studio's WINGS-winning debut makes performed happiness a survival mechanic, ahead of a Q1 2027 release through HYPER REAL.
OHSH Projects argued that videogame aesthetics already remade contemporary art, and staged the show itself like a game.
Xiner Lan's UCLA MFA thesis installation stages pseudo-sports on a twin-joystick arcade cabinet, a ritual for building 'the great body.'
The simulation-based solo show opens August 28 at MANA Contemporary in Chicago, with a panel alongside longtime collaborator Yvette Granata.
The Fool's Journey converts characters from Museum of Symmetry and the Apocablyss universe into 22 archetypes, debuting at MUTEK Forum August 26.
The anonymous account cdmx.exe models the capital's characters in PS2-era polygons, and the audience keeps asking where to download them.
Another chorus of can-I-play-this for a dreamlike point-and-click that does not exist yet
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.
Podcast
We speak with Danielle about the archive as an always-moving thing, why she’s attracted to low-fi aesthetics, and her new fascination with pirates.
Podcast
Artist Rachel Rossin speaks with us on her childhood underwater, the illusory nature of immersive technology, and the need to return to entropy.
Podcast
Salome Asega told us about her hyper-real upbringing in Las Vegas, the trials of working within the uncharted territory of art and tech, and the power for participatory work to destabilize the long-held role of the artist.
Podcast
Indian artist Gayatri Kodikal speaks with us about the simultaneous specificity and freedom that comes with working in games, disrupting western notions of time and progression, and how the concept of shapeshifting guides her work.
Podcast
Yasmin Elayat tells us about how working in a museum space led her to spatial and volumetric filmmaking, demystifying the role of creative technologist, and what it’s like to run a tech company fueled by creativity—one that continually redefines itself alongside its community.
Podcast
We speak with Nicole about what distinguishes the industry of video games and that of creative technology, the particularities of one’s voice as a method to activate technology, and how behind every digital project is a living, breathing human.
Podcast
We spoke to Lea Schönfelder, a game designer on Monument Valley 2, about the differences between games and experiences, the difficulty of designing something easy, and how limits foster elegant design.