Area/Code takes advantage of today’s environment of pervasive technologies and overlapping media to create new kinds of gameplay. We are inspired by both the future potential of ubiquitous networked computing and the long historical tradition of games as social interaction.

Area/Code games highlight the connections between the interactive systems and imaginary landscapes inside of games and the real world around them. These connections can take many forms:

  • Facebook games that create innovative new forms of social interaction
  • online games that respond to broadcast TV in real time
  • game systems that explore real-world social issues
  • urban environments transformed into spaces for public play
  • game events driven by real-world data

Area/Code works with game publishers like Electronic Arts and Ubisoft. We also work with advertising agencies, media firms, non-profit organizations, universities, and large consumer brands. Clients include: Nike, Disney, CBS, Nokia, MTV, The Discovery Channel, A&E, The History Channel, JWT, Cramer-Krasselt, Deutsch, SS+K, the National Association of Public Administration, the UK Department for Transport, and the Knight Foundation.

Projects have been awarded at the Clios, the One Show, OMMA and the Future of Marketing Summit. Area/code and its work have been covered in the Wall Street Journal, Creativity, The New York Times, Businessweek, The Chicago Tribune, MTV, Ad Age, and some of our favorite blogs including Joystiq, Kotaku, boingboing and PSFK.

The company was founded in early 2005 by Frank Lantz and Kevin Slavin; it has an HQ in Manhattan at 45 West 21st Street, Suite 3C.


Big Games are games that spill out over the edges of our screens and devices to blend with the real world in new and surprising ways.

Big Games excavate vast possibility spaces out of compact rulesets.

Big Games are building a future in which socially aware networks, smart objects, location sensing and mobile computing open up new ways for people to play.

Big Games build on thousands of years of games as a stylized form of social interaction

Big Games use technology, but are not subservient to it.

Big Games are made out of people, connections, ideas, situations, and events.

Big Games have computers inside of them, not the other way around.

Big Games create a conscious confusion between the real and the imaginary, between ideas and objects, between information and space.

Big Games transform the physical, social, and media spaces around us into a shared gameworld brought to life by the choices and actions of the players.

Big Games run the gamut from purely abstract formal systems to richly rendered narrative experiences.

Big Games connect people to people whether they are designers, players, strangers, rivals or friends.

Big Games are human-powered software for cities, life-size collaborative hallucinations, and serious fun.