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Posts by Killscreen
Zhou Yichen's Grandma is a Game Boy-style elegy for his late grandmotherâand a quiet argument for interactive media as a native form of mourning.
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Online Talk 4/28: The Living Archive: Jakob Kudsk Steensen on Art, Ecology, and the Game Engine
Danish artist Jakob Kudsk Steensen has spent the last decade doing something unusual: treating the video game engine as a medium for ecological fieldwork. His immersive installations grow from years of on-site researchâunderwater volcanic vents near the Azores, collapsed ice caves in the Swiss Alps, experimental forests in Minnesotaâtransformed into virtual worlds that sit somewhere between scientific document and living dream.
In this conversation, we'll trace the arc of that practice through Otherworlds, Steensen's survey exhibition at Centre PHI in Montréal, which gathers five installations across five distinct spaces and spans roughly 15 years of work.
We'll get into Psychosphere in particularâa virtual world built from photogrammetry of newly discovered submarine volcanic landscapes, where fossils and living species and unknown life forms coexist in a space that is neither documentary nor fiction.
And we'll talk about The Song Trapper, his recent commission for the Fondation Louis Vuitton, which introduces the first character in an expanding video game world called Evokerâa mute figure who collects vanishing sounds and carries them across ecosystems. What does it mean to use game technology not to simulate play, but to preserve ecologies? How do you build a world that holds both scientific observation and imagination without flattening either? Join me!
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In this conversation, we'll trace the arc of that practice through Otherworlds, Steensen's survey exhibition at Centre PHI in Montréal, which gathers five installations across five distinct spaces and spans roughly 15 years of work.
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[Talk 4/17] Building Worlds While the Actual World Burns
I'm hosting a live conversation I've been thinking about for a long time.
On April 17th, I'm bringing together two artists who are both making work about the climate crisis â and both are reckoning with what it means to build within the systems driving that crisis.
Kara Stone runs Solar Server from her apartment balcony in Calgary, making low-carbon games on a solar-powered computer. Her latest, Known Mysteries, asks a simple question: if we know how to solve the climate crisis, why can't we act?
Joshua Ashish Dawson documents ghost towns in the Atacama Desert â villages that lost their water to copper mining and are now being fitted with solar-powered server farms. His film Loa's Promise calls it what it is: greenwashing dressed up as adaptation.
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I'm hosting a live conversation I've been thinking about for a long time.
On April 17th, I'm bringing together two artists who are both making work about the climate crisis â and both are reckoning with what it means to build within the systems driving that crisis.
Kara Stone runs Solar Server [âŠ]
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He Fed a Classic Anthropology Text To Make An AI Game. Here's What Happened.
In 1922, Bronislaw Malinowskiâs _Argonauts of the Western Pacific_ changed anthropology forever, introducing the world to "thick description" and the rigors of deep fieldwork. A century later, researcher Michael Hoffman is bringing that text into the future.
In this episode, Jamin Warren sits down with Hoffmanâa computer scientist and anthropologist at one of Germanyâs premier supercomputing centersâto discuss his creation of the "Anthrogame." By feeding classic ethnographic texts into Large Language Models, Hoffman has built a playable Dungeon Master version of Trobriand society, where players navigate the complex social and economic rituals of the South Pacific.
We explore the intersection of worldbuilding and fieldwork, the frustration of academic reach, and whether AI can turn dense monographs into "appetizers" that make us more curious about the real world. Is anthropology the original worldbuilding discipline? And why haven't game designers tapped into the "thick description" of real cultures?
**Host:** Jamin Warren
**Guest:** Michael Hoffman (Leibniz-Rechenzentrum)
* (00:00) - Introduction: The Decline of Reading
* (00:27) - Anthropology and AI: A New Frontier
* (01:27) - Michael Hoffman's Journey
* (02:40) - The Intersection of Anthropology and Game Design
* (28:57) - Cultural Representation in Pedagogy
* (29:33) - Malinowski and the Argonauts of the Western Pacific
* (34:47) - Developing an AI-Powered Text Adventure Game
* (46:22) - Challenges and Future of AI in Anthropology
Hosted by Jamin Warren. Music by Nick Sylvester.
Subscribe to Killscreen for unlimited access to Jamin's writing and the archive at killscreen.com, member-exclusive newsletters and events. I love hearing from you! Email your questions and thoughts to info@killscreen.com
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#### What is The Killscreen Podcast?
Jamin Warren founded Killscreen as well as Gameplayarts, an organization dedicated to the education and practice of game-based arts and culture. He 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 cluster chair for the Gaming category for the Webbys, and hosted Game/Show for PBS Digital Studios.
In 1922, Bronislaw Malinowskiâs Argonauts of the Western Pacific changed anthropology forever, introducing the world to "thick description" and the rigors of deep fieldwork. A century later, researcher Michael Hoffman is bringing that text into the future.
In this episode, Jamin Warren [âŠ]
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