KillScreen's profile picture. Intertextuality for interactive media. We cover the artists who keep coming back to play as their medium. Weekly newsletter ↓

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Killscreen

@KillScreen

Intertextuality for interactive media. We cover the artists who keep coming back to play as their medium. Weekly newsletter ↓ https://www.killscreen.com/#/port

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We're documenting how interactivity is reshaping culture beyond gaming. From VR art installations to architectural play spaces, we explore where interactivity meets creativity. (Like Sahej Rahal's DMT!) Reply "NOTES" below for our curated insights + newsletter.

KillScreen's tweet image. We're documenting how interactivity is reshaping culture beyond gaming.

From VR art installations to architectural play spaces, we explore where interactivity meets creativity. (Like Sahej Rahal's DMT!)

Reply "NOTES" below for our curated insights + newsletter.

In Alice Bucknell's Nightcrawlers, the flower player moves as electromagnetic pulses through root networks. This is based on real plant biology—how plants communicate through their roots. The game that takes multi-species cooperation as seriously as a biology textbook.


The reason people get "controller anxiety" in galleries and museums—but not arcades—has nothing to do with skill level. It's because cultural institutions position games as precious objects to be observed, not systems to be broken. It's why love artists messing w multiplayer.


Severance isn't trying to be solved. It's trying to be played. The severance procedure is an information system. Perfect information = Chess. Imperfect information = Poker. Severance is Poker for consciousness. Every character has cards they can't see. & we're playing too.


What other shows are secretly using game design?


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