Podcast
The Dread Built Into Ordinary Rooms [Podcast]
I ask a cinematographer and two horror game makers how a ferry became a spaceship, a church became a slaughterhouse and why the dark does the real work.
Podcast
I ask a cinematographer and two horror game makers how a ferry became a spaceship, a church became a slaughterhouse and why the dark does the real work.
Podcast
Danny Snelson and I talk through Sagan Yee's mermaid hookup sim, Oleomingus's paradise, You+Pea's building plans and a Steel Battalion cockpit in a box.
Podcast
I ask Ryan Holladay and Jason Graves how dread gets built before the scare, and why a game score has to wait on a player in a way a film score never does.
Podcast
Danny Snelson and I follow Murlo's solo game, a cartridge milled for a grandmother and a MacArthur that names a game, to ask who gets to be the genius.
Podcast
I ask Murlo how a decade of reading dance floors led him to build a Luddite point-and-click game alone, with a sequencer hidden under the player's skin.
Playlist
Bruno Abib on grief, the Lisbon suburbs, and why his short film about police violence needed a San Andreas sequence built from scratch.
Podcast
An arcade cabinet that writes a stranger’s life, Christian Marclay’s 24-hour clock, and a pigeon romance rebuilt after its map switched off.
Podcast
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.
Podcast
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.
Podcast
Plus the Ouija board of tabletop, JPEG face, and a money laundering simulator
Podcast
I ask Kalp Studio's Mannat Jain why she built a game around the ride between two places, and set it in a 1990s Goa that never existed.
Podcast
Danny Snelson on Bennett Foddy’s gasoline problem, a school rebuilt as a Halo map, and three games worth knowing this week.