Keiken—Isabel Ramos, Hana Omori, and Tanya Cruz—merge performance, film, and game design to build optimistic post-human worlds 1,000 years in the future.
Games demand too much time, creating cultural moats that prevent shared experience and meaningful discourse. What if brevity could unlock their potential?
Critical game-maker A.M. Darke examines the intersection of power, race, and interactive media through projects like 'Ye or Nay?' and the Open Source Afro Hair Library, challenging conventional gaming narratives while fostering meaningful dialogue about representation.
Chilean architect Jose Sanchez blends the worlds of architecture and gaming through his studio Plethora Project, creating innovative city simulators that emphasize sustainability, community care, and participatory design.
Through his upcoming game "1000 Deaths," designer Prashast Thapan examines mortality and perspective by having players cycle through multiple lives in condensed 15-minute experiences.
Game designer Nick Murray crafts intimate interactive experiences that bridge poetry, music, and digital art to examine the complex emotions of life mediated by technology.
Croatian artist Mario Mu investigates the intersection of gaming, politics, and social dynamics through experimental projects spanning LARP, game development, and participatory art, examining how game mechanics shape contemporary culture.
Fashion designer Gareth Wrighton bridges digital and physical realms through projects like The Maul - a post-apocalyptic virtual shopping center that challenges traditional retail while exploring the inherent virtuality of fashion itself.
Artist Leo Castañeda bridges painting and game design in his project "Levels and Bosses," creating innovative gameplay mechanics that challenge colonial structures while drawing from his South American artistic heritage.
Artist Gayatri Kodikal transforms an archaeological mystery of a severed hand into an immersive game installation that challenges Western notions of time and history while weaving together colonial narratives, resistance stories, and South Asian perspectives.
It’s hard to turn down a Girl Scout, and that’s no accident—I should know, I am one. From the start, we learn valuable business and communication skills through selling cookies (that are, objectively, pretty damn good). Community service often has an emphasis on sustainability and environmental just
If the current presidential election has not yet driven you to drink, the first of three debates between Hillary Clinton and Donald Trump scheduled for Monday (yes, today) may well prove to be the tipping point. Before it has even begun, it is already infuriating: one candidate is likely to be decla
An hour into our interview, Isaac Vega is still brimming with energy, gesturing and talking about his next project with all the verve of a life coach or an eager teenager. Vega’s a lead designer for Plaid Hat Games, who have published the board games Dead of Winter (2014) and Summoner Wars (2009). I
Imagine that you’ve started a new level in a game that sets the scene for endless opportunities. A new environment riddled with context clues that allow the player to consider their options on how to proceed—until an uninvited UI prompt coddles their decision-making and shatters the illusion of choi
There are many different types of people to consider when making a videogame and a lot can be learned by discovering their needs. There are those that don’t normally play games, children, as well as the elderly, but there’s one group that’s easy to dismiss, if only because they seem too young: babie
This article is part of a collaboration with iQ by Intel Ancient India produced some of the oldest and longest surviving games in history, and though the country’s videogame creators face modern day challenges, its contributions to game design are undeniable. They’ve gone by many different names and
As tablets continue to move into schools and games like Minecraft (2011) are repurposed to educate, the idea of gamification, or using games to teach students about the world, has been gaining popularity as of late. However, as an increasingly diverse artistic medium of its own, others are developin
Let’s face it, Mario doesn’t make much sense. He’s an Italian plumber living in a fantasy mushroom world which is populated by living toadstools and constantly under attack from a turtle dragon. Fans usually excuse this psychedelic setting out of an appreciation for the series’ gameplay and an exhau
Scale is a puzzle game with a straightforward elevator pitch: “You wield a device that can make any item any size.” This is a popular pitch. It earned the game $108,020 in funding from over 5,000 backers during its Kickstarter campaign. Steve Swink, Scale’s creator, subsequently created an alpha ver
Rocket League is a game that is concerned with a great many things, but verisimilitude is most definitely not one of them. To wit, here’s an excerpt from Psyonix president Dave Hagewood’s excellent interview with Gamasutra about the game’s jumping mechanics: Designing Rocket League‘s rocket-boosting