Jane Friedhoff

Creative Code | Games + Play

janefriedhoff.com && jane.friedhoff@gmail.com

Selected Experience

  • Creative Technologist (Contractor), Google Creative Lab, July 2017 - present

    On contract with Google to prototype and develop delightful, engaging, and future-thinking experiments for the Google Creative Lab. Most recently developed three of the thirteen flagship projects for the new AR Experiments platform: Blocks Thrower, Hidden World, and the open-source Portal Painter. Developed the Creative Lab's AR lyrics video for Grace Vanderwaal's Moonlight. Also provided extensive code, UX, and prototyping for the Google Creative Lab's Morse Experiments collection, which was debuted by Google CEO Sundar Pichai at I/O 2018.

  • Board Member, Death By Audio Arcade, 2017 - 2018

    Helped grow and develop a 501c3 non-profit that empowers New York City's independent games culture by partnering with local developers, hackers, and artists to make custom arcade cabinets for locally-developed games.

  • Developer-In-Residence, New York University's Game Innovation Lab, 2017 - present

    Independent explorations in experimental game development.

  • Creative Researcher, The Office For Creative Research, 2016 - 2017

    Developed data visualizations and tools to promote data literacy. Projects included the Elephant Atlas, a data visualization and exploration platform in collaboration with the Great Elephant Census; the v2 of Floodwatch, a platform to help people uncover, interpret, and understand data about how advertisers are tracking them; and the St Louis Maproom, a community space for creating and exploring original, interpretive maps of the city that reflect the personal stories and lived experiences of its residents.

  • Creative Technologist, The New York Times R&D Lab, 2013 - 2016

    Developed prototypes with emerging technologies to explore the social and cultural impact of these technologies on the future of news and media. Projects included Madison, a crowdsourcing project to uncover new metadata about the company's extensive archives of historical advertisements, Particles, a research project and set of prototypes about collecting metadata and its impact on news publishing and platform flexibility, and Membrane, an experiment in permeable publishing.

  • Cofounder & Professor, The Code Liberation Foundation, 2013 - 2015

    Cofounded an organization that teaches women of all experience leves how to program games for free. Designed and developed open-source lesson plans, slides, and sample code in openFrameworks, C++, Processing, Unity, and GameMaker. Taught classes on basic game programming as well as more advanced subjects like Open Sound Control and Kinect.

  • Lead Level Designer & AI Programmer, Golden Ruby Games, Summer 2013

    Designed and programmed levels and enemy AI in C# for Hermit Crab In Space, which later won the Sony GameJam and became an Indiecade nominee.

Education

  • MFA, Design + Technology

    Parsons, The New School 2011 - 2013

    Graduated with honors

    Dean's Merit Scholarship

  • BA, Independent Study in Sustainable Development

    Columbia University, 2006 - 2010

    Graduated Magna Cum Laude

Publications + Citations

Commissions & Residencies

  • PlayTime, The Peabody Essex Museum, 2018 (Lost Wage Rampage)
  • Games Graffiti, Play NYC Commission Recipient (1 of 5), 2017 (Salmon Roll: The Upstream Team)
  • Developer-In-Residence, New York University's Game Innovation Lab, 2017 - present
  • No Quarter, New York University, 2014 (Slam City Oracles)

Exhibitions and Shows

Talks and Panels

Interviews, Writings, and Press

  • The Guardian, ("Rampaging wage slaves and Marie Antoinette - the pick of avant-garde festival games"), April 2018
  • PC Gamer, ("'Thelma & Louise vs. the mall' and more experimental games from the Now Play This festival"), April 2018
  • Technical.ly Brooklyn, ("A real-life walkthrough of how to make cool things with augmented reality"), April 2018
  • MCV ("Now Play This, and events like it, are essential for the games industry to thrive"), April 2018
  • Herald Scotland ("Wage inequality, conflict in the Middle East and the refugee crisis: how the video games industry is becoming a new front in the world of politics"), April 2018
  • The Boar ("Punk, rocking the games industry"), March 2018
  • The Peabody Essex Museum ("Power Fantasy: An Interview"), February 2018
  • Bustle ("The 'Lost Wage Rampage' Game Takes On The Wage Gap & It Is Some 'Grand Theft Auto' Levels Of Rage"), February 2018
  • Mashable ("This game tells the gender wage gap to f*ck off, and it's exactly what we needed"), February 2018
  • Anait (Thelma & Louise: The Game), February 2018
  • Hey Poor Player ("Itch.io has got a winner when it comes to Lost Wage Rampage"), February 2018
  • Kotaku ("Punk Heist Game Flips Off The Gender Pay Gap"), February 2018
  • The Peabody Essex Museum ("Finish This Sentence: Play Is..."), December 2017
  • FastCo.Design ("The Dead-Serious Strategy Behind Google's Silly AI Experiments"), December 2017
  • Google, ("AR Experiments: Expanding creative possibilities with ARCore"), November 2017
  • Google, ("Made By Women: AR Experiments"), October 2017
  • Gamasutra ("Making Portal Painter in AR Core", featured blog post), August 2017
  • Indie Insider (on Play NYC), August 2017
  • Technical.ly Brooklyn (on Handväska!), February 2017
  • Zeit Online (on Handväska!), February 2017
  • Mic (on Handväska!), February 2017
  • Giga Games (on Handväska!), February 2017
  • Český rozhlas (Czech Public Radio) (on Handväska!), February 2017
  • The AV Club (on Handväska!), February 2017
  • Kotaku (on Handväska!), February 2017
  • Motherboard (on Handväska!), February 2017
  • Autostraddle (on Handväska!), February 2017
  • Polygon (on Handväska!), January 2017
  • The New Stack ("The Five Most Addictive Indie Games from MAGFest 2017"), January 2017
  • Playing With Resistance, November 2016
  • Publisher's Weekly (on journalism, play, and Membrane), November 2016
  • Daniel Shiffman's The Coding Train (on riot grrrl game design), November 2016
  • Kotaku (on the Death By Audio Arcade), November 2016
  • Columbia Journalism Review ("Two new tools at the cutting edge of audio sharing", citing Shortcut), October 2016
  • Wired (on Shortcut), October 2016
  • NiemanLab (on Shortcut), October 2016
  • Columbia Journalism School (on the UX development of Shortcut), October 2016
  • Observer (on Shortcut), October 2016
  • Smithsonian Mag (on Shortcut), October 2016
  • Source (on designing the African Elephant Atlas), October 2016
  • Gamasutra ("Staying happy, creative, and productive in the tumultuous world of game dev"), September 2016
  • The Guardian ("13 fascinating games from the Now Play This Festival"), April 2016
  • openFrameworks Wiki (Code Liberation slides and ofBook highlighted as top 3 learning resources), February 2016
  • Gamasutra ("Finding The Fun," featured blog post), February 2016
  • Gamasutra ("Riot Grrrl Game Design," featured blog post), January 2016
  • iQ by Intel (on Slam City Oracles), November 2015
  • Source (on Membrane and permeable publishing), November 2015
  • The Setup (on workflows and tools), November 2015
  • Sup, Holmes? (on Slam City Oracles and game design), October 2015
  • Thrillist ("7 Creative Rebels You Need To Know Right Now"), October 2015
  • Fusion ("Girl Gamers" series), October 2015 - December 2015 (series)
  • Rock Paper Shotgun (on Slam City Oracles), September 2015
  • Boing Boing/Offword (on Slam City Oracles), September 2015
  • The Los Angeles Times (on Slam City Oracles), September 2015
  • Autostraddle (on Slam City Oracles), Augus 2015
  • Buzzfeed (about being a woman in games/tech), July 2015
  • ThinkProgress (on the Facets conference), June 2015
  • The Mary Sue (about Slam City Oracles), June 2015
  • ANIMAL NY (on the Facets conference), April 2015
  • NYTLabs Blog (about developing the archive crowdsourcing project, Madison), October 2014
  • Indie Tech Talk (about my design processes), October 2014
  • Kill Screen (on Slam City Oracles), October 2014
  • Nieman Lab (on Madison), October 2014
  • Kotaku (on Slam City Oracles), September 2014
  • ANIMAL NY (on the process of making Slam City Oracles), September 2014
  • The Escapist (on Code Liberation), February 2014
  • Gamasutra (about pushing tools to their limits), January 2014

Skills

  • Web Development

    Javascript/jQuery/ReactJS, Node, Go, Mongo, HTML+CSS

  • Creative Coding

    Unity/C# (Desktop/Android), openFrameworks/C++, MaxMSP, Processing/P5.js, Git, some shader experience

  • Visual & UX Design

    Adobe Suite, Sketch, OmniGraffle, rapid prototyping, sketching & wireframing, user testing