World on a wire
This joint project by the online platform Rhizome (New York) and Garage Digital comprises a series of discussions and a performance that explore simulation practices in digital art production.

Performance Hydrogen City is the new site-specific performance by Digital Object Alliance invites visitors to experience the materiality of a speculative world of the future through the possible embodiment of videogame logics. The performance took place at Hyundai Motorstudio Moscow as part of the joint program by Garage Digital and the online platform Rhizome for the international exhibition World on a Wire.
About the project Trickle Down: A New Vertical Sovereignty by Helen Knowles
Animating the Archive
Afrah Shafiq
Speedrun. Video Games in Contemporary Art
A selection of materials on the intersection between video games and game development using contemporary art practices.
In-Game Photography
Konstantin Remizov
Handmade Pixels Reader
Dima Vesnin
Speedrun. Video Games in Contemporary Art
Video games and contemporary art
Dasha Nasonova
(a very brief) GAME STUDIES READER
Daria Kalugina
Materialism, a sculpture on reverse engineering
Studio Drift
Eco Jam hackathon
In November 2019, The Coming World Game Club at Garage hosted the Eco Jam Hackathon, an event focused on independent game development and the creation of new works.

The hackathon brought together over twenty participants and included talks by artists and developers and a practical session where participants were split into two teams to create new video games. Three projects were selected by the jury as the hackathon winners: Roots, Family Tree, and Waste Problem.




Maria Sviridova, Ellina Gennadievna

A wood is a network that connects trees, allowing them to exchange important messages with each other. The complex system of roots is similar to the World Wide Web and even has a similar nickname, the Wood Wide Web. Anthropogenic impact means that communication between trees is breaking down and they are dying. Surprisingly, recent experiments have revealed that such eco systems are capable of rapid renewal where “key trees” have survived.

Roots is a video game that allows you to renews the root system through your own breathing. A controller in the form of a player’s mask is equipped with a carbon dioxide sensor (which feeds the plants). When the player achieves a particular breathing rate, the roots of the trees begin to grow and the “wood music”—the rustling of branches and the sound of water—becomes louder. The game is a meditative process which leads the player to an understanding of natural communication and the correlation between the biological and the technological.


Family Tree

Yan Basharin (developer)

With this game, I wanted to say that we cannot help if we do not love each other. Small creatures living in a tree communicate by transmitting love to each other and filling themselves with sunlight which, in turn, helps the little tree to grow.



Waste Problem

Denis Kazantsev (developer), Maksim Veisgeim (QA)

The game demonstrates the problem of waste recycling from the perspective of a recycling company managed by the player. Unfortunately, existing recycling methods do not allow us to dispose of all the waste produced by humans, unless we reconsider our philosophy of production and consumption. In order not to lose, it is enough to prevent cities from becoming critically polluted. The player scores points for taking garbage out of the cities, and these can be spent on building structures that facilitate waste recycling: “polygons” (where more collected waste can be accumulated in a smaller space), “burners” (which destroy waste faster), and “recyclers” (where the process is slower but an extra “truck” means more waste can be collected). As the game progresses, the number of cities increases, as does the production of waste, making waste collection an increasingly complicated task. While attempting to recycle waste, the player also needs to bear in mind its distribution and a strategy for acquiring new structures.




Other participants’ projects


Happy Doggo Studio, Sofi Naidenova

The main mechanics in Ecoman is the collection of various types of waste. By taking on the role of waste collector and moving from one location to another, the player learns about available utilization and recycling methods, from organic materials to waste products.




Random team: Vladislava Berezina (writer), Emma Beyer (sound artist), Alyona Langolf (artist), Ilya Izotov (artist), Yulia Kozhemyako (developer)

A fable-based game where a human protagonist encounters unknown objects and has to interact with them. How will this affect the Earth? Will it? The path to ecological coexistence with the world is neither simple nor transparent. The game does not include direct instructions on how to save the planet, meaning its preservation turns into a sequence of situations, each of which requires the player to make a decision.



Human Connect

Daniela Golovushkina (author of idea, developer), Fedor Balashov (assistant developer)

Human Connect is an art simulator for creating your own nature. During the process of spatial exploration random objects appear chaotically, metaphorically reflecting the player’s footprint in this world. The more the player moves across it, the larger the number of objects that appear. The accumulation of objects is unlimited and the player is immortal, so the entire gameplay is a unique sandbox in a state of constant flux.



PECO (Personal Ecology)

Wilki: Valentin Belik, Vladimir Matsal, Polina Dobrotsvetov, Anastasia Reinfeld, Ekaterina Ryzhova, Tima  Rasulev, Anna Shunevich, Appolinaria Golovkina, Varvara Obukhova

PECO (Personal Ecology) raises questions regarding the interaction of local communities and their impact on the environment. By responding in many different ways to global events (which appear in a social network feed), the player affects three key parameters (Public Opinion, Biosphere, Industry), thereby changing the game’s world: actions combine to influence the development of the city.


Vague Reconstruction of a Memory of an Exhibition

Paloma Dawkins (art and animation), Dima Vesnin (programming and soundtrack)

This game is a collaborative effort to remember happened at the exhibition The Coming World: Ecology as the New Politics 2030–2100 at Garage. In this flatgame, you play as a giraffe and relive the highlights of the exhibition: the salt room, the weird stairs, and lots of beautiful pigeons.



Dima Vesnin
A game designer, a lecturer on the master’s program The Art of Literature at the Higher School of Economics, and the author of the Telegram channel Backtracking on game design and procedural generation.
Alexander Vetushinsky
A philosopher and expert in the history and theory of video games. He is a junior research associate in the Department of Ontology and Cognition Theory of the Philosophy Faculty at Moscow State University. Vetushinsky works at the Moscow Game Center and lectures on game design at the Higher School of Economics.
Paloma Dawkins
A cartoonist and self-taught animator turned virtual-reality and video-game artist.
Maria Kuptsova
An artist, designer, architect, and curator of the master's program Digital Art at Vladivostok's Far Eastern Federal University.
Dasha Nasonova
An architect, indie video game developer, and owner of, a blog about the interconnection between architecture and gaming.
Vadim Smakhtin
An artist, programmer, and curator of the master's program Digital Art at Vladivostok's Far Eastern Federal University.
Episode II. Conference
Garage x Elena Nikonole
Garage Game Club: Ecologies
Games list
Garage Game Club: Other life forms
Games list
Garage Game Club: Post-Apocalypse and dystopia
Games list
The Coming World Game Club
An extensive public program includes a series of Let's Play events run by artists, art and culture critics, and game studies experts, which will also be live-streamed.
Lu Yang
Artist talk and Let's Play
Those Who
Matthew Lutz and Alessia Nigretti
Garage Digital
About the program
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