Selected Games
Below you can find a small sampling of my work.
For my full games portfolio, please visit jordanmagnuson.itch.io
For my full games portfolio, please visit jordanmagnuson.itch.io
Loneliness gameplay trailer
Loneliness
(2010)
Loneliness is a minimalistic micrograme that explores a single emotion using the barest possile mechanics. It has been widely played and cited as an example of minimalistic game design, mechanics-based gameplay, and emotional exploration through gameplay, and has been utilized in a variety of interdisciplinary research projects. It is one of only a handful of videogames to ever be the focus of two back-to-back episodes of the popular Extra Credits video lesson series.
"What’s amazing about Loneliness is that it undeniably has a narrative, even though it features no words… but what’s more incredible to me is how different that narrative can be for different people… This game not only tries to put us in the emotional state of that crushing loneliness… but it lets us explore it, and this to me is the unique power games have."
— James Portnow, Extra Credits video lesson series
Selected Accolades and Exhibitions
Exhibited: "The Game Poems of Jordan Magnuson." Kumma Gallery, Helsinki, Finland, November 6-20, 2023.
Exhibited: "Play at Your Own Risk," Espacio Byte, espaciobyte.org, May 2021.
Exhibited: Museum of Screens, museumofscreens.wordpress.com, November 2020.
Panel Selection: "Mobility in Post Democracy," The Vera List Center for Art and Politics, The New School, New York, 2016.
Exhibited: Dundee and Fife Science Festivals, Dundee Science Centre, Dundee, Scotland, 2012.
Finalist: Extra Credits Innovation Awards 2011, in the category of Narrative Delivery.
Selected Book Citations
Schrier, Karen. We the Gamers: How Games Teach Ethics and Civics. Oxford University Press, 2021.
Barney, Christopher. Pattern Language for Game Design. CRC Press, 2020.
Wardrip-Fruin, Noah. How Pac-Man Eats. MIT Press, 2020.
Schrier, Karen. Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond. Lulu, 2019.
Game-Based Learning Across the Lifespan: Cross-Generational and Age-Oriented Topics. Springer International Publishing, 2016.
Extra Credits produced two episodes focused on Loneliness
Freedom Bridge
(2010)
Freedom Bridge is a tiny "documentary game" that I made after visiting the Korean Demilitarized Zone in 2010. The game was featured by Extra Credits, Electronic Gaming Monthly, Resolution Magazine and others, and has since been widely cited as an example of minimalistic game design, documentary game design, and subversion of videogame power fantasies.
"I've listened to countless NPR stories and read dozens of New York Times pieces on the complicated situation between North and South Korea, but nothing emotionally immobilized me the same way that Jordan Magnuson’s Freedom Bridge did."
— Patrick Klepek, Electronic Gaming Monthly
"Freedom Bridge is close to the Platonic ideal of the disempowerment fantasy game."
— Ian Bryce Jones, Intermittent Mechanism
"One of the best video games I’ve played all year."
— Fraser McMillan, Resolution Magazine
Selected Book Citations
Quijano, Johansen. The Composition of Video Games: Narrative, Aesthetics, Rhetoric and Play. United States, McFarland, Incorporated, Publishers, 2019.
Schrier, Karen. Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond. United States, Lulu, 2019.
Mitchell, Liam. Ludopolitics: Videogames Against Control. United Kingdom, John Hunt Publishing, 2018.
Myers, David. Games are Not: The Difficult and Definitive Guide to what Video Games are. United Kingdom, Manchester University Press, 2017.
Kasbi, Yasmine. Les Serious Games: Une Révolution. Edipro, 2012.
Two-page spread about Freedom Bridge in Electronic Gaming Monthly
Freedom Bridge being played at an exhibition in Denver, 2023
The Killer
(2011)
The Killer is a small game about a single murder during a genocide, inspired by the thousands of senseless killings committed in Cambodia under the Khmer Rouge regime. It has been hailed as an "interactive storytelling masterpiece," cited for its social and educational value, and used in the context of communcations and psychology research.
"Powerful."
— Patrick Klepek, Giant Bomb
"An interactive storytelling masterpiece... videogames can become more meaningful if they aren't afraid to awaken players to real-world dilemmas."
— Witty Gamer
"I recommend The Killer as a great example of using retro sensibilities in entirely new ways. The 8-bit style pixel graphics are resonant of the early home computers, but the play (or rather experience) of this artlet is not like anything from the 1980s... Highly recommended."
— Chris Bateman, author of Beyond Game Design and Imaginary Games
Selected Press Coverage
Moreno, Antonio, César. “A Not Game: El Genocidio Camboyano en The Killer.” Nivel Oculto, February 11, 2019.
“Interactive Storytelling Masterpieces 01: The Killer, by Jordan Magnuson.” Witty Gamer, June 2, 2016.
Elliot, Fraser. “Killing Call of Duty: Jordan Magnuson’s 'The Killer.'” Robot Geek, December 14, 2011.
Klepek, Patrick. “Play The Killer, Then Ask Yourself, ‘What Kind of Person Am I?’” Giant Bomb, July 11, 2011.
Rosenberg, Ross. “The Killer: A Notgame By Jordan Magnuson.” Coilhouse, June 1, 2011.
Chevalier, Pierre. “The Killer.” OuJeVipPo, May 25, 2011.
Selected Book Citations
Kowert, Rachel, and Quandt, Thorsten. The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games. United Kingdom, Taylor & Francis, 2020.
Schrier, Karen. Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond. United States, Lulu, 2019.
Gametrekking Omnibus
(2012)
In 2010 I set out to travel long term on a shoestring budget with the goal of making little videogames and "notgames" along the way about the things I was seeing and experiencing. The idea was to use videogames as a kind of travel writing, mainly because I had never seen anyone try to do that before. The project was widely covered by media outlets at the time, and has been cited since as an innovative example of pushing the medium of videogames—as well as travel literature—in new directions. This is an omnibus collection of the games I made as part of my Gametrekking journey.
"An amazing accomplishment… Interactive art doesn’t have to be bad. You've proved it!"
— Jason Rohrer, creator of Passage
"What we feel comes through our fingertips, through resistance, through pushing the game forward in taps, presses, clicks. These are poems that use physics instead of words."
— Porpentine, Rock Paper Shotgun
"What I have played can only be described as poetic."
— Raph Koster, author of A Theory of Fun for Game Design
"This is, as far as I know, a unique project, and one that pushes the medium a little bit further into new ground by using the game (or notgame) as a means of representing social, political and cultural information in a unique form"
— Chris Bateman, author of Beyond Game Design and Imaginary Games
Selected Press Coverage
Maurin, Florent. "Jordan Magnuson, Un 'Grand Jeuporter'?" Le Monde, October 18, 2015.
Porpentine. “Live Free, Play Hard: The Week's Best Free Indie Games.” Rock Paper Shotgun, October 7, 2012.
Polson, Jon. "Hop on The Gametrekking Omnibus For a Pan-Asian Experience." IndieGames.com, September 25, 2012.
Merdian, Wendy. Two-page spread: "Jordan Magnuson: GameTrekking." Go Magazine. July 1, 2012.
Geere, Duncan. "GameTrekking interview: 'I released a new notgame from Cambodia today.'" PC Gamer, May 25, 2011.
Maurin, Florent. "Je Perds Donc Je Pense." Le Monde, February 23, 2011.
Klepek, Patrick. Six-page spread: "2010: A Gaming Odyssey: An Ambitious Designer Prepares to Travel the World and Make Some Games Along the Way." Electronic Gaming Monthly, October 19, 2010.
Gametrekking got a six-page spread in Electronic Gaming Monthly
Selected Book Citations
Dedicated book chapter: Cantano, Antonio César Moreno. “Soledad y memoria en la obra de Jordan Magnuson.” In La Vida En Juego: La Realidad a Través De Lo Lúdico, edited by Alberto Venegas and Antonio César Moreno Cantano, 57–84. AnaitGames, 2021.
All the World’s a Stage: Theorizing and Producing Blended Identities in a Cybercultural World. Netherlands, Brill, 2020.
The Cambridge History of Travel Writing. United States, Cambridge University Press, 2019.
Schrier, Karen. Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond. Lulu, 2019.
Kasbi, Yasmine. Les Serious Games: Une Révolution. Edipro, 2012.
Ishmael
(2017)
Ishmael is a short multimedia-enhanced hypertext game about perpetual cycles of displacement and violence, as seen through the lens of a child. It has received numerous accolades for its socially-engaged themes and a design that blurs boundaries between conceptions of "interactive fiction," "hypertext narrative," and "videogame."
"A powerful piece of interactive literature."
— Nathalie Lawhead, creator of Everything is Going to Be OK and Mackerelmedia Fish
"Magnuson is extensively familiar with the history of interactive fiction, including parser IF… That craft and theoretical groundwork are on display in Ishmael."
— Emily Short, Rock Paper Shotgun
Selected Accolades
Acquired by the British Library "Emerging Formats" project, 2020.
Showcased, ELO: The Electronic Literature Organization Conference & Media Arts Festival, University College Cork, Ireland, 2019.
Selected for showcase, PlayDate at LA Zine Fest, Los Angeles, 2018.
Selected for showcase, INDIGO Festival, Utrecht, the Netherlands, 2018.
Finalist, New Media Writing Prize, 2017.
Finalist, IndieCade Festival, Los Angeles, California, 2017.
Selected for showcase, PixelPop Festival, St. Louis, Missouri, 2017.
Finalist, "Best Social Impact Game," BIG: Brazil's Independent Games Festival, São Paulo, 2017.
Exhibited, Spring Thing Festival of Interactive Fiction, 2017.
Ishmael gameplay trailer and explainer
Ms. Lojka
or: In Despair to Will to Be Oneself
(2016)
Ms. Lojka is A short hypertext exploration of psychosis, about ignorance, defiance, and freedom—or: self-knowledge, acquiescence, and fate. There are two significantly-divergent endings, but replays are intentionally discouraged.
"A Work of (Dark) Art."
— Jacqueline A. Lott, interactive fiction
author and critic
Selected Accolades
Acquired by the British Library “Emerging Formats” project, 2020.
Showcased, Game Happens international games festival, Genoa Italy, 2017.
Finalist, New Media Writing Prize, 2016.
Exhibited, Spring Thing Festival of Interactive Fiction, 2016.
Ms. Lojka was showcased at the Game Happens festival in Genoa in 2017
Portraits of My Child
(In Continued Development)
A haiku game inspired by my son's first year of life.
"As a father, I found Portraits of My Child to be touching... So much emotion per pixel."
— Perttu Hämäläinen, Aalto University, Helsinki
Selected Accolades and Exhibitions
Exhibited, “The Game Poems of Jordan Magnuson.” Kumma Gallery, Helsinki, Finland, November 6–20, 2023.
Featured, Rami Ismail, “#meditationgames,” 2019.
Exhibited, Receivership exhibition, University of California, Santa Cruz, April 26–May 12, 2019.
Exhibited, UCSC Open Studios, Santa Cruz, California, 2018.
Shown, Experimental Play Research Group, University of California, Santa Cruz, 2018.
Portraits of My Child and others of my games being played in the Receivership exhibition, Santa Cruz, 2019
Everyone Forgets
(2022)
A short game exploring an unusual aspect of the Icarus myth that relies on on age-old poetic devices like imagery, pacing, rhythm, and rhyme for much of its meaning.
Selected Exhibitions
Exhibited, “The Game Poems of Jordan Magnuson.” Kumma Gallery, Helsinki, Finland, November 6-20, 2023.
Prototype exhibited, Receivership exhibition, University of California, Santa Cruz, April 26–May 12, 2019.
Prototype exhibited, Open Studios, University of California, Santa Cruz, 2018.
Prototype exhibited, Sammy Showcase, Santa Clara, California, 2018.
Prototype shown, Experimental Play Research Group, University of California, Santa Cruz, 2018.
Prototype shown, Expressive Intelligence Studio, University of California, Santa Cruz, 2018.
Everyone Forgets on display at Kumma Gallery, Helsinki, 2023
Terrorist Killer
(2010)
A short, extremely heavy-handed game about terrorism and the war on terror, originally made for the Kokoromi one-button challenge.
Selected Accolades
Finalist, Extra Credits Innovation Awards 2011, in the category of "Positive Impact."
"A game that makes a point without forgetting that it has to be a game."
— PC Gamer
"A very effective use of the medium… The brutal simplicity of it is precisely what makes it powerful."
— Jonas Kyratzes, creator of Phenomenon 32 and The Book of Living Magic
Country Connect!
(2010)
An educational game of world travel, aimed at casual game players. The game won Best Education & Reference Application at Intel's Atom Developer Challenge in 2010.
"Before you know it you are immersed in a knowledge of world geography. It’s almost like cheating, the education is so easy and fun here."
— Intel App Developer Blog
Selected Accolades
Winner, “Best Education & Reference Application,” Intel Atom Developer Challenge, 2010. ($10,000 cash prize)
Stations of the Cross mini documentary and explainer
Stations of the Cross
(2017)
An interactive media art installation, Stations of the Cross is series of abstract, contemplative, touchscreen experiences in dialogue with traditions of spirituality, pilgrimage, and contemplation, as well as historical artworks like Barnett Newman’s "Stations of the Cross" paintings. Unlike most of my work, this piece is only available to experience as an installation.