top of page

PLAYTIME
Exploring new forms of developing
For forty years, games pulled us into the screen. To play, a person had to translate themselves into the machine's world — through a controller, a keyboard, a headset. Even virtual reality, which felt like a leap, only pulls the world tighter over our eyes; we are still inside the machine's space, on the machine's terms.
Something has quietly reversed. For the first time, a machine can perceive and respond to the physical world as it unfolds — a room, a gesture, a group of people moving through space. The arrow flips. The machine can now come out to meet us, in our world, in our bodies, in the room.
Approach
The method is deliberately low-tech and hands-on. A curated group — movement-literate people, game designers, technologists, and anyone unafraid to look a little silly — invents physical games using nothing more than cones, chalk, rope and their bodies. In each game, one person plays the machine: watching the space and speaking the world aloud — narrating, coaching, calling the rules, reflecting the group back to itself. (Designers call this "Wizard of Oz" prototyping: a human quietly performs what the software will one day do.)
bottom of page