Jamin Warren

The Killscreen Podcast

Arts EN ↓ Odcinki: 40

Join host Jamin Warren on conversations with someone of the most unique and experimental artists, designers, and thinkers in the worlds of games, play and cultureJamin Warren founded Killscreen and has produced events such as the Versions conference for VR arts and creativity, in partnership with NEW INC. Warren also programmed the first Tribeca Games Festival, the groundbreaking Arcade at the Museum of Modern Art, and the Kill Screen Festival, which Mashable called "the TED of videogames." Additionally, he has served as an advisor for the Museum of Modern Art's design department, acted as clu...

Koniecznie odwiedź stronę podcastu i wesprzyj twórcę: www.killscreen.com

Autor

Jamin Warren

Kategoria

Arts

Strona podcastu

www.killscreen.com

Ostatni odcinek

29 paź 2026

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Odcinki

Why should we treat video games as archaeological sites? 16.12.2025

What happens when you apply the "steely, assertive mind" of a professional archaeologist to the shifting digital landscapes of video games? In this episode, we sit down with Florence Smith Nicholls to discuss her transition from excavating Bronze Age Greece to conducting the first formal archaeological survey of Elden Ring . We explore the concept of inside-out research —diving deep into the "inna...

Silicon Valley in a Sand Trap with Sam Ghantous 08.08.2025

The same silica that powers your GPU fills the sand traps at Augusta National. Artist Sam Ghantous joins us to discuss "your golf course made my GPU," his three-channel video installation that traces the geological origins of our digital obsessions. Ghantous admits he's afraid of hardware. Despite this—or because of it—he's spent the past year confronting the physical reality behind our screens. U...

Exploring the material culture of games with metalwork, jewelry, and a little bit of horror 17.08.2023

Artist, jeweler, metalsmith, and art conservator Lauren Eckert shows us what it means to look at craftsmanship through a contemporary lens. Drawing from inspiration from the objects in video games, religious iconography, and classic science fiction VFX, Lauren’s work gives metals and jewelry a life on screen—and similarly, digital objects a physical life. Whether through wearable pieces or digital...

How to design political games with a broken heart 21.04.2023

Can games seep into life's political, social, and cultural realms? Across projects that fuse game development, filmmaking within game engines, LARP (live-action role play), and more, Mario Mu interrogates this question. The Croatian-born artist now lives in Berlin, where he researches games, labor, and memory. After a career illustrating for commercial brands such as Doodle Jump and publishing wit...

Sam and Andy Rolfes put the life in livesteam 22.04.2021

Sam and Andy Rolfes self-describe their work as “overly navel-gazing, obsessed-with-layers, weird.” From visualizing songs by Lady Gaga and BLACKPINK to facilitating mind-bending, improvisational performances at MoMA, the duo are in a perpetual toggle between real life and the screen. Cleverly using VR, mixed reality, figurative animation, and motion capture tools to highlight the absurdity of lif...

Danielle Brathwaite-Shirley creates game worlds from autonomous archives 10.03.2021

What happens when games account for the players’ identities? Danielle Brathwaite-Shirley’ s work does just this. Traversing game design, performance, and sound art, the London-born, Berlin-based artist constructs stratified game experiences that depend on the player’s privilege. Someone who identifies as Black and trans will have a distinct gameplay experience; someone who identifies as cis and wh...

Rachel Rossin creates entropy from infinity 18.02.2021

How do we account for the tension between technology’s infinite, unrestricted promise and the impermanence of being human? Rachel Rossin interrogates this slippage. Floating between painting, VR worlds, holograms, and more, the Brooklyn-based artist carries with her the essence of what it means to be alive. Rossin’s work meditates on and pushes the boundaries of human perception, the tenderness, a...

Salome Asega on cultivating the ecosystem of art and technology 03.02.2021

Embodied” may be the best word to describe the projects of artist, researcher, and educator Salome Asega . She has created VR experiences that evoke the channeling of diasporic spirits, a Kinect lesson that reinstates a dance form’s history, and a roulette wheel that sends participants to lesser-known corners of a world-famous museum. Experiences that physically engage the body are clearly at the...

Gayatri Kodikal excavates the ruins of history, time, and play 20.01.2021

On a walk around Old Goa, artist Gayatri Kodikal chanced upon an archaeological dig in progress. Her curiosity swelling, she jumped over the fence to see what was on the other side: a mysterious severed hand thought to belong to an ancient Georgian queen. This object spearheaded a multi-year, multi-pronged project spanning research, storytelling, forensics, and game-making. The Travelling Hand, in...

Yasmin Elayat believes art drives innovation 06.01.2021

Yasmin Elayat is a self-proclaimed ‘hybrid’—she’s a new-media documentarian, a creative technologist, a collaborative storyteller, and a spatial designer. She co-created #18DaysinEgypt , a collaborative documentary centered on the Egyptian revolution; co-directed an interactive documentary set within the New York City subway system, Blackout ,  and Zero Days , a VR film about cyber warfare that wo...

Nicole He on talking to computers 07.12.2020

Nicole He is a creative technologist whose work lives in the space between video games, physical computing, and witty conceptual art. With experience advising projects for Kickstarter and imagining projects for Google, she’s programmed AI to converse with Billie Eilish for Vogue , physical sensors that help users swipe on a dating app and a Twitter bot that regularly photographs her growing fig pl...

Monument Valley's Lea Schönfelder on designing within constraints 08.08.2020

When we look at our phone screens, we typically aren’t thinking about the borders.  We don’t notice the edges of our phones and how those boundaries limit our experience. It’s no wonder Apple’s crowning achievement for the iPhone X was adding a teeeeny bit of space to the edge of the phone. But that little frame for designers is everything. Things you could do on a giant 4K screen in your living r...

Videogames, conspiracy theories and the American imagination 01.08.2020

p>-- We recorded this long before QAnon took hold and the President of the United States was advising people to inject disinfectant into our veins. Since then the relevance of conspiracy theories has become more important. This was recorded live in 2016 at the Killscreen Festival. When I moved to California from New York a couple years ago, I’ll never forget driving through Texas. It was huge a...

The Stanley Parable's Davey Wreden on breaking the fourth wall 25.07.2020

When people ask what it means to make a game, they typically point to a standard set of devices: points, scores, levels, and so on. It’s rare that story makes the list. And yet, gamemaker Davey Wreden was able to move the medium to new heights with a deep exploration of story in his breakout freshman title The Stanley Parable , a tale of an office worker who veers from the script. With The Beginne...

MoMA's Paola Antonelli on thinking of games as design objects 18.07.2020

Well, we know what videogames are, but what does it mean to be a videogame designer? I posed this question to Paola Antonelli , a force in the world of modern art. She is currently the Senior Curator of the Department of Architecture & Design as well as the Director of R&D at The Museum of Modern Art (MoMA) in New York City. What I love about Paola is how expansive her view of design is. ...

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