『The Killscreen Podcast』のカバーアート

The Killscreen Podcast

The Killscreen Podcast

著者: Jamin Warren
無料で聴く

概要

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.© 2025 The Killscreen Podcast アート
エピソード
  • He Fed a Classic Anthropology Text To Make An AI Game. Here's What Happened.
    2026/02/13

    In 1922, Bronislaw Malinowski’s 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 Hoffman—a computer scientist and anthropologist at one of Germany’s premier supercomputing centers—to 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

    Please consider supporting independent media! ★ Support this podcast ★


    続きを読む 一部表示
    58 分
  • Doors That Don't Open: Simon Flesser on Constraint, Preservation, and Northern European Melancholy
    2026/02/05

    Swedish studio Simogo spent their first five years making seven games—Year Walk, Device 6, Sailor's Dream—then two games over the next decade. Their new Legacy Collection preserves that early mobile work by recreating the iPhone itself inside modern platforms, complete with virtual gestures and motion controls. Simon Flesser talks about the decade-long conversation that led to preservation, the difference between remasters and ports, why doors that don't open are more interesting than the rooms behind them, and the specific Northern European melancholy that Americans mistake for horror. We discuss production constraints as creative fuel, the challenge of staying relevant across decades of game-making, and why no one would start a five-year project if they knew it would take five years.


    • (00:00) - Introduction to Digital Preservation
    • (00:33) - Samo's Legacy Collection and Preservation Challenges
    • (05:25) - The Philosophy Behind Remasters and Ports
    • (14:52) - Reflections on Time and Creative Evolution
    • (28:09) - Production-Driven Game Development
    • (29:16) - Architectural Influence in Game Design
    • (35:08) - Intertextuality and Media Inspiration
    • (44:23) - Creative Community and Future Plans
    ★ Support this podcast ★
    続きを読む 一部表示
    53 分
  • Why This Game About the Haitian Revolution Has No Bullets
    2026/01/28

    There's already a game about the Haitian Revolution. It's part of Assassin's Creed. You sneak around, you stab people, you "free the slaves"—and the game gives you an achievement notification.

    Dom Rabrun thinks that's bullshit.


    The Haitian-American painter and game designer is building Vèvè-Punk: Mind Singer, a game about the Haitian Revolution that refuses to let you pick up a weapon. Instead, you navigate Saint-Domingue's 16 racial classifications through dialogue trees, where saying the wrong thing to the wrong person can get you killed. Your protagonist isn't a soldier—she's a telepath and a singer. A free woman of color with zero strength, zero dexterity, and everything on the line.


    Dom's work sits at the intersection of Haitian Vodou symbolism, Basquiat's visual language, and the kind of thoughtful, conversation-driven game design you'd find in Disco Elysium. He's part of a generation of artists who grew up with games, studied painting, then realized that interactivity might be the best way to tell certain stories.


    But there's no lineage for what he's doing. Black filmmakers have Oscar Micheaux, Charles Burnett, Ava DuVernay. Black game designers? They're writing that history right now.


    In this conversation, we discuss why physical violence is the laziest choice in games, what it means to hold a controller and "control" someone, and how Basquiat's painting Glenn taught him to think about right-clicking on reality. We also tackle the deeper question: when you're making a game about historical trauma, about enslavement, about revolution—how do you do that without replicating the very dehumanization you're trying to critique?


    About Dom Rabrun: Dom's work merges technology, storytelling, and music into a cohesive creative system. Guided by his first-generation Haitian-American heritage, conservative Christian upbringing, and 15 years of experience in IT, he's developed a philosophy called "Vèvè-Punk," blending Haitian Vodou symbolism with futuristic Afro-Caribbean themes. In 2020, his video piece Dr. LaSalle, The Spider Queen, and Me earned first prize in a juried exhibition at the Phillips Collection. He was a 2022 fellow with Black Public Media, which is now executive producing his forthcoming video game. He lives and works in Hyattsville, Maryland.

    Killscreen treats games and interactive media as cultural artifacts worthy of the same analytical rigor as film, literature, and art. Subscribe wherever you get podcasts.


    Links: Dom Rabrun site and YouTube
    Read the full article.



    If you like what you're listening to, please consider becoming a member.

    ★ Support this podcast ★
    続きを読む 一部表示
    47 分
まだレビューはありません