Moving Pixels

September 2015

Virtual Reality Is for the Player, Not the Audience

Should new gaming technology prioritize the viewer or the player?

A Fleeting Sense of Presence in ‘Everybody’s Gone to the Rapture’

Looking for authenticity and contrivances while slowly shuffling through the apocalypse.

How Artificial Intelligence Views Humans in ‘The Fall’

We are faulty, we must be appeased, we are destructive, and ultimately we are self-destructive.

‘Game Art’: Letting the Developers Speak

In Game Art, Matt Sainsbury is asking questions of video game developers that one might ask a movie director or a novelist or a painter.

Gaming As Corporate Team Development

Completing the puzzles of Trapped in a Room With a Zombie makes you feel like you know your teammates much better than you did before -- at least in terms of working together and problem solving.

August 2015

Moving Pixels Podcast: Coming of Age When ‘Life Is Strange’

Time travelling and selfies are the central conceits of Life Is Strange.

Ubisoft Understands the Art of the Climb

Ubisoft's Assassin's Creed and Grow Home epitomize the art of the climb.

Feeling Alone in ‘Everbody’s Gone to the Rapture’

I watch and I listen and I am helpless to provide solace to these people.

No One Wants You to Become an (App) Artist

So where can we exiled life-of-the-minders, expunged from the academic system as waste, take our once-cloistered but now liberated creativity?

With Great Power Comes No Responsibility

In Life Is Strange, Max isn’t using her powers to get rich or change the world. She’s using them to be popular.

July 2015

June 2015

May 2015

April 2015

March 2015

//Mixed media

Measuring Success: The Unsatisfying Notion of "Good Endings" and "Bad Endings"

// Moving Pixels

"Sometimes stories need to end badly in order to be really good.

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