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. Also developed the Creative Lab's AR music video for Grace Vanderwaal's Moonlight.

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

    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.


  • 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 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


  • 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