NYU Game Center
News

NYU Game Center’s new scholarship targets women game designers

Famously, the videogame space can be an unpleasant place for women. From professional game designers to the most casual game players, women have repeatedly encountered a two-fold problem when exploring the world of videogames: our experiences are continuously ignored (often accused of being “fakes”) and suffering a slew of personal attacks. Last week, the NYU Game Center, the Game Design program within the Tisch School of the Arts, announced the Barlovento Scholarship for Women in Games. It’s aimed at women who wish to pursue a graduate degree in game design. The scholarship is funded by the Barlovento Foundation, whose founder, Vanessa Briceño,…

News

Here’s some women who make videogames you should follow

Until yesterday, Elon Musk didn’t follow any women on Twitter. Plenty of men, plenty of companies, but not a single woman. This was originally pointed out by Motherboard, which prompted Musk—aka, the man trying to send the first humans to Mars—to make his 55th follow Caity Weaver of GQ Magazine. He now follows one woman on Twitter. The Guardian picked up the story by Motherboard and ran with it, pursuing an examination of the tech leaders of the world to see how many women each of them followed on Twitter. Out of the accounts The Guardian looked at, the most women any of…

News

Girl Scouts can earn videogame design patches now

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 justice, meaning our projects will continue to have an impact long after they’re over. Workshops and field trips allow us to explore new interests in a safe, encouraging environment. We do all this hand-in-hand with our own girl gang. The end result? Girl Scouts are fearless. With the encouragement of STEM programs, they’ll be…

News

The 3D-printed clitoris opens the door to sexual revolution

Over the past three decades, 3D printing has expanded from modest origins—a stereolithographic prototype designed by Chuck Hull of 3D Systems Corp. in 1984—to being hailed, in 2012, as the vehicle of a third industrial revolution. In the past few years alone, we’ve 3D-printed Van Gogh’s ear, a hi-tech waterproof bikini, some synthetic rhino horns in an attempt to stop poaching, and began to make real inroads into the world of 3D-printed prosthetics. At this year’s Paralympic games in Rio, Denise Schindler became the first Paralympic cyclist to use a 3D-printed prosthesis. Oh, and you can also turn your child’s latest drawing to sculpture for a modest-ish fee.…

Feature

The invisible women of videogames

When I was a young girl, I read an anecdote about Lara Croft—it said that her iconic look was created when her designer wanted to enlarge her breasts by 50 percent but accidentally entered 150 percent in the window. When he saw the effect he decided that it was great and that’s how the heroine should look—and thus the legend was born. I don’t know if that’s true, but it’s plausible, and the fact that it is tells us something about female characters in videogames, and how we think about women in general. Or maybe—how we look at them. It’s…

Fullbright
Feature

The story is in the details: A chat with Fullbright’s Nina Freeman and Karla Zimonja

This article is part of Issue 8.5, a digital zine available to Kill Screen’s print subscribers. Read more about it here and get a copy yourself by subscribing to our soon-to-be-relaunched print magazine. /// Fullbright are best known for 2013’s iconic Gone Home. Their particular niche, now being refined with their upcoming Tacoma, is the narrative videogame: an intimate, carefully designed space left for the player to explore and unravel. Nina Freeman, creator of 2015’s Cibele, joined Fullbright last year as a level designer. Karla Zimonja co-founded the studio with Steve Gaynor. We sat down with them in their Portland office…

News

Game turns you into a 1920s phone operator, complete with vintage switchboard

It must be difficult for a game made on 89-year-old hardware to stand out anywhere, let alone at a conference brimming with excitement over upcoming virtual reality headsets like PlayStation VR and the HTC Vive—it wouldn’t help that this game assigns the player with a menial day job that’s now handled by computers, either. But when Kill Screen’s Jess Joho visited the alternate controller exhibition at this year’s GDC, she found herself most interested not in Sony and Valve’s latest technology, but rather Hello Operator, a game played with an actual telephone switchboard that first saw use in 1927. Hello Operator has…

News

Vimeo to support female filmmakers with new Share the Screen initiative

Vimeo is no longer YouTube’s cooler, artsier cousin—they’re aiming to be an usher of progress for women in filmmaking. While Hollywood figureheads have been busy vociferously pointing out the lack of female presence in, well, most every facet of filmmaking, Vimeo has taken decisive action to tip the balance toward equality. Their recently announced “Share the Screen” initiative will seek out and fund at least five projects led by women in an effort to give female voices a chance in an industry that doesn’t want to take a chance on them. In addition to financial support, the projects will receive…

Article

On Quentin Tarantino’s masterpiece of misogyny, The Hateful Eight

What you make of Quentin Tarantino’s latest genre genuflection The Hateful Eight will really come down to one thing: how many times can you tolerate a woman getting hit in the face? The gauntlet is thrown down early: Kurt Russell’s ursine bounty hunter John Ruth smashes his captive, Jennifer Jason Leigh’s Daisy Domergue, full in the face when she speaks out of turn. She gets a lingering close-up courtesy of Tarantino’s vaunted “glorious 70mm” frame, seething with fury through the blood. I lost count of how many times Domergue gets slapped, thumped, and punched, but I’m comfortable with saying it was…