Two Hundred Fifty Things a Game Designer Should Know

In 2018, architecture critic Michael Sorkin wrote “Two Hundred Fifty Things an Architect Should Know”. The items on the listicle are poetic, thought provoking, introspective, practical, and sometimes even canonical. They all connect architecture with broader social issues. In July 2020, four months after Sorkin’s death due to COVID-19, I challenged my Twitter friends and aquaintances …

Invisible Walls, Puffy Clouds, and the Unheavenly World Behind Them

This is the transcript of a minitalk I gave at Lost Levels 2014, an “unconference” happening during the Game Developers Conference (maybe a bit too square and academic for that casual environment). It’s a topic I’ve addressed in every single talk in the last 10 years or so, but I thought it could benefit from …

Videogames of the oppressed vs oppressive games

This is my second post on Empyre, a longstanding discussion list for artists, programmers, and curators of new media art. The theme of the month is “Videogames and Art: Incite/Insight”. You can check the March archive here. Here I talk about Molleindustria in relation to the context in which it started (almost 10 years ago) …

Gatekeeper and the rise of the Total Apple Consumer

Somewhere in UK, a dialog box pops up on the screen of a Mac computer. The user contacts me asking for an explanation I can’t quite provide. The same file (a downloadable version of Phone Story) works perfectly on my machine, also a Mac. It turns out the “file damaged” message is produced by Gatekeeper, …