Video Games That Don’t Exist
AI Machinima uses generative AI to create video scenes in the style of immersive 3D game environments, instead of directly using a game engine for their production. They are “paratexts sans texts” (Bittanti 2025). Video Game That Don’t Exist (Nolan 2025) is a series of vignettes and short stories edited together from 5 second clips generated with text prompts in Open AI’s Sora (2024). The online video training base of the AI model is revealed through unintended extra details, for example the superimposing of game streamers into the scene. Gen AI’s current limits are also exposed through animation glitches where movements blend and contort in an unpredictable manner.
Rather than attempt to edit out these anomalies, AI’s unpredictable factors are embraced. In Video Games That Don’t Exist we see a mix of the familiar and the absurd channeled through the aesthetic constraints of Sora’s training data, as humans and farm vehicles merge and dislocate akin to the atoms of the old man and his bicycle from Flann O’ Brien’s The Third Policeman (1967). Sora’s linguistically agnostic text sometimes makes partial sense, like a type of AI Esperanto, contributing a surreal language neutral layer. Borrowing from the philosophy of circuit bending pioneer Reed Ghazala, these accidental glitches aren’t considered bugs in the context of Video Games That Don’t Exist, but an integral feature of the work.





