Game Art
Desire paths teach a machine to want in Aggregate
Vincent Moulinet and the Distraction.fun collective give an AI reinforcement lessons in queer cruising grounds, thorny controller included.
Game Art
Vincent Moulinet and the Distraction.fun collective give an AI reinforcement lessons in queer cruising grounds, thorny controller included.
Inkblood
Hey Bird!'s occult detective game, coming from Critical Reflex in 2026, lets an Inquisitor watch the past replay through villagers' windows.
Ocean
Marshmallow Laser Feast built the work with filmmaker Tom Mustill and bioacousticians in Barcelona, then let the animals’ own recordings deform the picture in real time.
Playlist
Turns out the whole universe is bent steel
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.
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
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.
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.
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.
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.
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.
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.