Snail Run

The Card Players


There is a curious sub-history of the use of playing cards in artistic production; it is one of the more interesting of the obscure subjects of art, but can also become the objet d’art itself (play as œuvre).

Graphisme Algorithmique

Game Gazer

UCLA Gamelab

Benjamin Gattet, Workshop UCLA Game Lab + HEAD Media Design Tyler Stefanich, Workshop UCLA Game Lab + HEAD Media Design Workshop UCLA Game Lab + HEAD Media Design


Artifactual Playground

In 1958, the American physicist William Higinbotham created what is one of the first instances of what we would today call a modern “video game”. The game, named Tennis For Two, was built at the Brookhaven National Laboratory for their yearly open-house presentations of the lab’s activities. The game was built using an oscilloscope and a programmable analog computer, the Donner Model 30. It simulated a simple tennis match between two players, with a sideways perspective of the net and a ball bouncing back and forth, controlled by two player-manipulated inputs.

Proteus Proteus /clouds/

Boot Camp

Light & Grow, Solkin Keizer, Seogjun Park, Marion Tamé Light & Grow, Solkin Keizer, Seogjun Park, Marion Tamé

The IOC And Me

Swiss Game Lounge

Exhausting gameplay

A significant percentage of video games employ in one way or another the figure of death. The thanatological sub-species of video game representations are practically endless: dismemberment, infection, untreatable wounds, explosion, etc. Players can be eaten, crushed, sliced, diced, quartered, electrocuted, impaled, and so on. Many of these representations are more or less approximate: in Doom, for example, a player’s state of “health” is represented by an abstract percentage value where players do not die of any specific organ failure, but instead from some sort of provoked exhaustion. In role playing games, players kill their opponents in a similar manner, i.e. by reducing this all-encompassing numerical value of their enemies to zero. In other games, players simply keel over, or disappear in a puff of smoke when touched, as in Pacman. In Super Mario Bros. players can just run out of time. Death in gaming is more a question of symbol than of substance. While we are still in the realm of simulation, the simulation is so figurative as pull us into an wholly other realm of representation. In his 1972 article on transcendence, gaming and “computer bums”, Stewart Brand used the term “symbolic” to describe the flickering figurations of death slowly taking over university computer science research consoles: “Fanatic Life and Symbolic Death Among the Computer Bums“.

Inume Pass In the Kai Provence, Hokusai Journey, That Game Company

Wrist Watch

Code Impressions

Code impressions, Julien Gachadoat + Mark Webster

Art + Recherche

Mur communicant from abstractmachine on Vimeo.




TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.

互动编程艺术 (Processing)

Processing 互动编程艺术 Processing 互动编程艺术 Processing 互动编程艺术

Le passager futé

Le passager futé (Geek Run adaptation) from apelab on Vimeo.

(char)playable podcast

Invaders! @ Leipzig

Nyan Cat Therapy Software

Nyan Cat Therapeutic Software Nyan Cat Therapeutic Software


Citymedia Project & Body Double Workshop – Mapping Festival Profile from mappingfestival on Vimeo.


Amstrad art

After doing some work on the City Media project in Marseille I wandered upstairs into Isabelle ArversGame Heros / Pixellissme exhibit. There I found a lonely Amstrad with Locomotive Basic waiting for someone to design something. I never knew the Amstrad, but I was quickly able to build this little thingy (30 minutes tops), with the only constraint being that the code had to fit on one screen. It’s not the most elegant code, for example I couldn’t figure out how to bitmask, hence all the OR commands.

Amstrad Art Amstrad Art Amstrad Art

l'esthétique ludique