Podcast
The Cicada Does Not Know Summer [Podcast]
An arcade cabinet in Tokyo writes a stranger's life from census data, and the artist who built it explains why you are allowed to go back exactly once.
Podcast
An arcade cabinet in Tokyo writes a stranger's life from census data, and the artist who built it explains why you are allowed to go back exactly once.
Playing Models
Architects who work in game engines gather in Los Angeles on September 18, free to attend, with an image open call closing August 31.
School of Machines
Press Play capped a month of hardware-and-play experiments at School of Machines, with Niklas Roy, Chloe Desmoineaux, and Lorenzo Pilia among the instructors.
Rising
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.
Currently Making
Catmilk wants you to go a little wild at work.
climate change
Kara Stone and Joshua Dawson are making work about a world in crisis. They're also reckoning with what it means to build inside the systems driving it.
graphical fidelity
A new film shot on a 2008 cell phone has me convinced games have been losing an arms race they shouldn't be running—pixels and feeling were never the same thing.
live performance
Patrick Blenkarn and Milton Lim built a game that hands its labor back to the audience. asses.masses is eight hours of collective donkey revolution.
speculative fiction
I came to Andy Weir expecting sci-fi dogmatism and found a writer who thinks like a game designer — mystery as mechanic, worldbuilding as a systems problem.
Andrei Tarkovsky
Geographer Caroline Tracey credits Tarkovsky's Stalker with teaching her to foreground damaged landscapes—a lesson game designers have been learning on their own.
sports theory
What happens when capitalism corrupts play itself? Tottenham's historic collapse explores what game theory reveals about the soul of sport.
game cities
I sat down with a SimCity historian and a real urban planner to ask: what makes a game city feel alive—and what happens when designers get it wrong?