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In February, 2011, VFS opened the doors of the brand new Game Design campus.
The Game Design program at VFS takes you from concept to alpha to beta to final in just one year. You work closely with video game industry mentors in an immersive environment that mirrors that of a professional studio as you design, produce, and present fully playable games. Storytelling, level design, game art, motion capture, scripting, cinematics, and the business of games are all just a part of what you will learn.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Raphael van Lierop, Game Director at Relic Entertainment, leads a talk on directing creative teams in the game industry. He discusses creating the right environment to nurture creativity.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
In February, 2011, VFS opened the doors of the brand new Game Design campus.
The Game Design program at VFS takes you from concept to alpha to beta to final in just one year. You work closely with video game industry mentors in an immersive environment that mirrors that of a professional studio as you design, produce, and present fully playable games. Storytelling, level design, game art, motion capture, scripting, cinematics, and the business of games are all just a part of what you will learn.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
44 game developers challenged their creativity over 2 days at VFS’s Game Design 2Jam, Vancouver’s newest and most exciting game jam where 2-person teams created 2-minute 2-player duelling games.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Head of Game Design Dave Warfield finishes a candid interview with Propaganda Games’ Design Director Chris Whiteside.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Electric Playground interviews Marc Acero Senior Combat Designer at Radical Entertainment.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Jeff O'Connell of United Front Games talks with Game Design Expo attendees between presentations.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Blue Castle Games’ Jason Leigh discusses the challenge of satisfying ‘Dead Rising’ fans with a franchise sequel.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
MARCH 27 2019/27 MARZO 2019
18:00 - 19:00
Room 135/Aula 135 (terzo piano)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
gamedesign.university/joseph-delappe
PLAYING POLITICS: HEADSHOT!
In this talk, media artist and activist Joseph DeLappe will describe a lineage of creative projects and actions situated at the intersections of computer gaming, art/technology, and interventionist strategies engaging our geopolitical contexts. DeLappe will detail an approach to considering computer gaming environments online as a new type of public space; within which he has conducted a series of interventionist performances and actions, such as the 2006 project dead‐in‐iraq, to type consecutively, all names of America's military casualties from the war in Iraq into the America's Army first-person shooter online recruiting game. More recent projects include Elegy: GTA USA Gun Homicides (2018), a self-playing mod as a data visualizer of gun homicides in the United States as realized through this popular video game.
Joseph DeLappe is Professor of Games and Tactical Media at Abertay University in Dundee, Scotland. Works in online gaming performance, public engagements, participatory sculpture and electromechanical installation have been shown throughout the United States and internationally. He has developed works for venues such as Eyebeam Art and Technology in New York, The Guangdong Museum of Art, China and Transitio MX, Mexico City, among others. Creative works and actions have been featured widely in scholarly journals, books and in the popular media. In 2016 he collaborated with the Biome Collective in Dundee to create Killbox, a game about drone warfare that was nominated in 2017 for a BAFTA Scotland in the “Best Computer Game” category. In 2017 he was awarded Guggenheim Fellowship in the Fine Arts, one of the top awards for artists, writers and creatives in the United States.
POLITICA IN GIOCO: HEADSHOT!
In questo intervento, il media artist e attivista Joseph DeLappe illustra progetti, interventi e azioni creative che si collocano all’intersezione tra videogioco, arte, tecnologia e ideologia in differenti contesti geopolitici. DeLappe considera i videogiochi online una nuova tipologia di spazio pubblico, un palcoscenico virtuale nel quale dare vita a performance di ogni tipo. Gli interventi di DeLappe includono dead-in-iraq (2006), che prevedeva l’inserimento via chat dei nomi delle vittime militari statunitensi della guerra in Iraq nel videogioco di reclutamento online America’s Army fino al recentissimo Elegy: GTA USA Gun Homicides (2018), una modifica del popolare action game di Rockstar Games, Grand Theft Auto V, che visualizza in tempo reale le statistiche sugli omicidi da arma da fuoco negli Stati Uniti.
Joseph DeLappe è Professor of Games and Tactical Media presso l’Abertay University di Dundee, Scozia. La sua pratica privilegia le performance di gioco online e in pubblico, la scultura partecipativa e le installazioni elettromeccaniche sono state esposte negli Stati Uniti e a livello internazionale. Ha creato installazioni site-specific per Eyebeam Art and Technology a New York, The Guangdong Museum of Art, Cina e Transitio MX, a Città del Messico, tra gli altri. Le sue opere e performance sono state citate su riviste accademiche, libri e mass media. Nel 2016 ha collaborato con il Biome Collective di Dundee per creare Killbox, un videogioco che tematizza l’uso dei droni finalista dei premi BAFTA 2017 nella categoria Best Computer Game. Nel 2017 ha ottenuto la Guggenheim Fellowship in the Fine Arts, uno dei riconoscimenti più prestigiosi per artisti, scrittori e creativi negli Stati Uniti.
Following the typical path of the Gartner hype cycle, in early 2012 gamification was somewhere just past the peak of inflated expectations.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
44 game developers challenged their creativity over 2 days at VFS’s Game Design 2Jam, Vancouver’s newest and most exciting game jam where 2-person teams created 2-minute 2-player duelling games.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)
A bunch of game designers brought their prototypes to the Hubbub studio for testing and critique. It turned out to be both fun and useful. We might do it again.
This drawing started out as being inspired by the idea of a chainsaw wielding Pacman! Imagine if the famous yellow dot went on a mass killing spree. The amazing rated R game would various ways for Pacman to seek revenge on those torture-some ghosts once and for all.
Before making the final death blow the bizarre yellow dot would scream out in laughter while the player could pick which mode of death best served each ghost! Each new level would be themed in classical history. There could be a Roman world where you could feed the ghosts to hungry lions. A medieval level where you could be head the ghosts in a torture room as a map. How cool would that be!
The backstory could be something such as prior to being Pacman the guy used to be known as Edgar the Wise but an experiment went wrong and he was transformed – thus seeking some nasty revenge for being turned into a yellow golf-ball like creature. Throw in some badly translated Japanese dialog and you are all set!
Each power-pellet would add a weapon to Pacman’s arsenal for a limited time. The opportunity for death and destruction is endless in a insane rated M Pacman game! So who’s with me? Let’s make the first rated-M Pacman game!
And if you need a development lead it just happens that I’m looking for work! Chomp- Chomp
Game Design Summer Intensive.
Find out more about VFS Summer Intensive programs at vfs.com/summerintensives.
Game Designer at Gameloft, Patric J. Mondou, shares his expertise with a group of eager onlookers at Industry Speaker Day.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Head of VFS Game Design Dave Warfield presents the Award for Outstanding Educational Contribution to BigPark.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
44 game developers challenged their creativity over 2 days at VFS’s Game Design 2Jam, Vancouver’s newest and most exciting game jam where 2-person teams created 2-minute 2-player duelling games.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Game Design Summer Intensive.
Find out more about VFS Summer Intensive programs at vfs.com/summerintensives.
Awards Ceremony.
44 game developers challenged their creativity over 2 days at VFS’s Game Design 2Jam, Vancouver’s newest and most exciting game jam where 2-person teams created 2-minute 2-player duelling games.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Dave Warfield, Head of Game Design at VFS, prepares to kick off the day’s events at Game Design Expo 2010’s Industry Speaker Day.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Global BC visited Vancouver Film School to give viewers an inside look at the VFS experience. The special "back to school" broadcast featured demonstrations and interviews with faculty, students, and alumni from a wide range of VFS programs including Sound Design, Digital Character Animation, Acting, and Makeup Design.
Find out more about these one-year programs and more at vfs.com/programs.
Character Karen Gray - basic version A housewife in the game "Dig My Way" She is never happy. She is Karen.
A bunch of game designers brought their prototypes to the Hubbub studio for testing and critique. It turned out to be both fun and useful. We might do it again.
Blue Castle Game’s Creative Director Jason Leigh and Level Designer Josh Bridge answer questions after presenting on ‘Dead Rising 2’.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
A bunch of game designers brought their prototypes to the Hubbub studio for testing and critique. It turned out to be both fun and useful. We might do it again.
James Portnow, CEO of Rainmaker Studios – and one of the minds behind the successful web series Extra Credits, visited the VFS Game Design campus to meet with and inspire students. James discussed the aesthetics of game design, focusing on the importance of player experience, and the responsibility of game designers in creating that experience.
You can read more about James' visit on the VFS Blog.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
BioWare Lead Cinematic Design Armando Troisi elaborates on his talk in an interview. His presentation includes a look at Mass Effect 2’s Save Game Import feature, “one of our uber-features,” with 700 plot hooks carrying over from the first game to the sequel.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Nick Fortugno, co-founder of Playmatics, looks at what the world of impact-focused media will be as films and games become more entwined. Analyzing the roles that film and games respectively play in narrative and social good pieces, the talk offers a vision of how these forms can play successfully together when all the media align in their most effective ways. Photo Credit: Anna Thornton
Find out more about VFS's annual Game Design Expo at www.gamedesignexpo.com
To learn more about VFS’s one-year Game Design program, visit www.vfs.com/gamedesign
VFS Game Design Senior Instructor Andrew Laing teaches a young gamer to play Drumskulls. Laing created the game with a team mostly composed of VFS Game Design alumni.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Jason Leigh and Josh Bridge of Blue Castle Games, currently working on Dead Rising 2, are interviewed by Dave Warfield, Head of Game Design at VFS.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
44 game developers challenged their creativity over 2 days at VFS’s Game Design 2Jam, Vancouver’s newest and most exciting game jam where 2-person teams created 2-minute 2-player duelling games.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Patrick Plourde, Creative Director at Ubisoft, describes the future of gaming, stressing the significance of Tom Selleck's moustache.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)