View allAll Photos Tagged GameDesign

Complex puzzles can be quickly and cheaply designed and tested on paper using a few index cards, maps, and flowcharts.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Game Design Workshop for Middle Schoolers

Saturday, February 7, 2015

Solomon R. Guggenheim Museum

5th Ave at 89th Street

New York City

 

This Game Design Workshop for children ages 11–14 was a free one-day workshop with a Guggenheim educator and a video game industry professional that investigated game design principles and architectural concepts. Just as architect Frank Lloyd Wright was challenged to create a dynamic visitor experience in his design for the Guggenheim, participants explored how to create fun experiences for players through hands-on and digital projects. Created in collaboration with the 2014–2015 STEM Challenge, The Institute of Museum and Library Services, The Joan Ganz Cooney Center, and E-Line Media.

 

To learn more, visit www.guggenheim.org/education.

  

Imagine Cup 2012 participants are preparing for presentations of the first round of the Game and Software Design competition and Phone.

 

You are the STORY!

Find our MSP Social Media Team Member in orange,

Welcome to Sydney, Welcome to Imagine Cup 2012!

 

Imagine Cup Properties:

Website: www.imaginecup.com/

Twitter: twitter.com/imaginecup

Facebook: www.facebook.com/microsoftimaginecup

Flickr: www.flickr.com/photos/imaginecup/

 

See more of the MSPSMT online!

Facebook: www.facebook.com/imaginecupsocialmediateam

Twitter: www.twitter.com/mspsmt

YouTube: www.youtube.com/wwmsp

Flickr: www.flickr.com/photos/mspsmt

 

Game Design Workshop for Middle Schoolers

Saturday, February 7, 2015

Solomon R. Guggenheim Museum

5th Ave at 89th Street

New York City

 

This Game Design Workshop for children ages 11–14 was a free one-day workshop with a Guggenheim educator and a video game industry professional that investigated game design principles and architectural concepts. Just as architect Frank Lloyd Wright was challenged to create a dynamic visitor experience in his design for the Guggenheim, participants explored how to create fun experiences for players through hands-on and digital projects. Created in collaboration with the 2014–2015 STEM Challenge, The Institute of Museum and Library Services, The Joan Ganz Cooney Center, and E-Line Media.

 

To learn more, visit www.guggenheim.org/education.

  

Despite its simplicity, Tetris has an intensely interesting conflict at its root.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Computer science students participate in the Global Game Jam from Jan 20-22 at Stamford's Ferguson Library. Sacred Heart University School of Computing Professor Bob McCloud was the on-site development expert for the event. Photo by Mark F. Conrad 1/21/17

Imagine Cup 2012 participants are preparing for presentations of the first round of the Game and Software Design competition and Phone.

 

You are the STORY!

Find our MSP Social Media Team Member in orange,

Welcome to Sydney, Welcome to Imagine Cup 2012!

 

Imagine Cup Properties:

Website: www.imaginecup.com/

Twitter: twitter.com/imaginecup

Facebook: www.facebook.com/microsoftimaginecup

Flickr: www.flickr.com/photos/imaginecup/

 

See more of the MSPSMT online!

Facebook: www.facebook.com/imaginecupsocialmediateam

Twitter: www.twitter.com/mspsmt

YouTube: www.youtube.com/wwmsp

Flickr: www.flickr.com/photos/mspsmt

 

Knox College students in the Interactive Design course create their own games using randomly assigned objects. The course draws on faculty from computer science, graphic design and theatre. Photo by Peter Bailley.

John Romero, Michael Samyn, Auriea Harvey, Jesper Juul, Celia Pearce, and Richard Lemarchand during the Art History of Games Thursday night reception at SCAD's Digital Media Center.

Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.

Prof. Dr. rer. nat. Bartosz von Rymon Lipiński (links), Staatsminister Thomas Kreuzer (Mitte) und Anette Lenz von der Bayerischen Staatskanzlei (rechts).

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April Board Game Jam @ USC

(4/16/2010)

The kids who played with my game found that the pieces were the right size for their hands on the chess board. The Hnefatafl pieces on the lower left are too small, and they don't know the game, but that was sort of likely to happen.

Creator of Quake, Doom and Wolfenstein 3D speaks during the 2010 Art History of Games conference at the Woodruff Center's Rich Auditorium in Atlanta.

MARCH 13 2019/13 MARZO 2019

18:00 - 19:00

Room 135/Aula 135 (terzo piano)

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

gamedesign.university/jenna-ng

 

MACHINIMA AND THE ALLURE OF EPHEMERALITY: GAMEPLAY, LIVE STREAMS & DIGITAL CULTURE

LANGUAGE: ENGLISH

 

In this talk, Jenna Ng will address the explosion of interest in the live streaming of gameplay as witnessed in the popularity of Twitch, whose latest number of daily active users has reached 15 million, as well as other major platforms such as YouTube Gaming, Mixer, and Facebook Live. Specifically, the talk will link the current phenomenon of video game live streams with machinima and its origins in game demos and captured videogame play, arguing not only for live streams to be the next logical evolution for machinima, but also for a critical theorisation of screen media that pursues a realist trajectory, one which potentially works its way from neorealist cinema to drone culture.

 

Jenna Ng first trained as a finance lawyer in Singapore and London before switching to film studies, in which she obtained a PhD from University College London (UCL), and currently teaches film and interactive media at the University of York, UK. She is the editor of Understanding Machinima: Essays on Filmmaking in Virtual Worlds (Bloomsbury, 2013) and her current book project, Undoing the Screen: Space, Spectacle, Surface (Palgrave), explores the effacing of screen boundaries in relation to contemporary display technologies and the resulting erasure between images, objects, surfaces and spaces.

Il 13 giugno 2019, gli studenti del Master of Arts in Game Design dell'Università IULM hanno presentato i loro progetti finali a due ospiti di eccezione: Marco Minoli e Paolo Paglianti di Slitherine Software.

 

Slitherine LTD è un publisher di videogame britannico nato dalla passione dei suoi soci fondatori, JD e Iain McNeil, per la storia e le simulazioni militari, all'inizio degli anni 2000. Il rapido successo nella nicchia di mercato degli strategici ha permesso a Slitherine di acquisire nel 2008 l'americana Matrix Games, altro publisher dedito esclusivamente ai giochi di strategia. Nel catalogo di Slitherine/Matrix sono presenti solo strategici: dozzine di wargame ambientati in ogni periodo storico, dall'antica Roma (Field of Glory II) alle guerre rinascimentali europee (Pike and Shoot), dal medioevo giapponese (Sengoku Jidai) alla Guerra Civile americana (Gettysburg). Moltissimi i titoli ambientati durante la Seconda Guerra Mondiale (Panzer Corps, che ha venduto finora oltre un milione di copie, l'intera saga di Close Combat, Order of Battle). l simulatore di guerra navale moderna, Command Modern Air Naval Operations è talmente accurato che diverse agenzie militari e private hanno richiesto una versione professionale. Non solo wargame storici, però: nel catalogo di Slitherine sono presenti diversi videogiochi su licenza Warhammer 40,000 (WH40K Gladius e Sanctus Reach) e Battlestar Galactica (BSG Deadlock, di cui si è appena conclusa la Season One.

L'HQ di Slitherine è vicino a Londra, a Epsom, e abbiamo developer e studi di sviluppo in tutto il mondo - dall'Australia alla Bulgaria, dagli States alla Russia. A Milano opera la Slòitherine italiana (sette persone) in cui ha sede tutto il marketing e le PR a livello globale.

 

Marco A. Minoli ha cominciato nel 1998 a lavorare nel settore dei videogiochi. Si considera un ambasciatore fedele delle nicchie di mercato: prima dei simulatori di volo, poi di quelli di guida e infine, dal 2007, di wargames e giochi di strategia. Proprio nel 2007 inizia la sua avventura in Slitherine dove ha contribuito a portare i wargames e i giochi di strategia più complessi su piattaforme portatili e sdoganato il prodotto premium su iOS. Dalla sua esperienza in Leader, distributore storico di videogiochi in Italiana, passando poi per Electronic Arts, Warner Bros e Koch Media, Marco continua a credere che le regole del mercato di domani siano ancora da scoprire. Gestisce un team tutto internazionale di marketing e vendite direttamente dall’Italia e continua ad ostinarsi a portare la cravatta in un settore popolato di magliette geek.

 

Paolo Paglianti ha iniziato a scrivere di videogame il secolo scorso, nel 1989, e gli è piaciuto così tanto che non ha più smesso. Ha iniziato a scrivere sulla mitica rivista Kappa ed è stato caporedattore e direttore delle riviste di videogame più diffuse e vendute in Italia (tra cui ZETA, Giochi per il Mio Computer, X-Box Ufficiale). Nel 2018 ha deciso di scoprire come si fanno i videogame che ha giocato (e criticato) per cinque lustri, ed si è unito all'ufficio italiano di Slitherine come PR globale. Il fatto che abbia una passione insana per i wargame su PC e che sia stato sette volte campione italiano di wargame "tabletop" (con i "soldatini) e tre volte campione del Mondo è totalmente casuale.

Knox College students in the Interactive Design course create their own games using randomly assigned objects. The course draws on faculty from computer science, graphic design and theatre. Photo by Peter Bailley.

Knox College students in the Interactive Design course create their own games using randomly assigned objects. The course draws on faculty from computer science, graphic design and theatre. Photo by Peter Bailley.

Im diesjährigen Weihnachtsworkshop in Wels wurden, gemeinsam mit Schülern des MRG Fadingerstraße Linz, die Grundlagen der Open-Source 3D Modelliersoftware Blender behandelt und fliegende Inseln für das Spiel 'Fragment Planet' modelliert, sowie texturiert.

 

'Fragment Planet' ist ein Echtzeitstrategiespiel von Simon Stix, in dem die Erde auf der Suche nach einer neuen Energiequelle vernichtet wurde. Die Überlebenden der Katastrophe bewegen sich mithilfe von Fluggeräten zwischen Fragmenten der alten Welt und bauen auf ihnen trostlose Städte und Militärbasen. Der Stil des Spiels ist eine Mischung aus Steam- und Cyberpunk und es verbindet die Elemente klassischer Strategiespiele, mit frei beweglichen, fliegenden Inseln, wodurch ein einzigartig dynamisches Gameplay entsteht.

 

Workshop-Leitung: Gerolf Nikolay, MSc

 

Mit freundlicher Unterstützung von GMF-Productions www.gmf.com.mx

Players exercise control over the outcome of Killer Bunnies by acquiring carrot cards, increasing the probability that they’ll capture the randomly selected magic carrot.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

This Hnefatafl board was made from pieces left over after making the chess board. It's not as well made as the chess board, but I know how I'm going to adjust to future use. I think the pieces are a little too small to use effectively; quarter-inch squares are too small.

The flooded-lighthouse puzzle from Myst. The player needs to get a locked chest to float to the position where a key can reach it.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Imagine Cup 2012 participants are preparing for presentations of the first round of the Game and Software Design competition and Phone.

 

You are the STORY!

Find our MSP Social Media Team Member in orange,

Welcome to Sydney, Welcome to Imagine Cup 2012!

 

Imagine Cup Properties:

Website: www.imaginecup.com/

Twitter: twitter.com/imaginecup

Facebook: www.facebook.com/microsoftimaginecup

Flickr: www.flickr.com/photos/imaginecup/

 

See more of the MSPSMT online!

Facebook: www.facebook.com/imaginecupsocialmediateam

Twitter: www.twitter.com/mspsmt

YouTube: www.youtube.com/wwmsp

Flickr: www.flickr.com/photos/mspsmt

 

Players can post messages for one another in Animal Crossing. Although they’re aware of one another’s presence, the players neither cooperate nor compete.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Knox College students in the Interactive Design course create their own games using randomly assigned objects. The course draws on faculty from computer science, graphic design and theatre. Photo by Peter Bailley.

Game Design Workshop for Middle Schoolers

Saturday, February 7, 2015

Solomon R. Guggenheim Museum

5th Ave at 89th Street

New York City

 

This Game Design Workshop for children ages 11–14 was a free one-day workshop with a Guggenheim educator and a video game industry professional that investigated game design principles and architectural concepts. Just as architect Frank Lloyd Wright was challenged to create a dynamic visitor experience in his design for the Guggenheim, participants explored how to create fun experiences for players through hands-on and digital projects. Created in collaboration with the 2014–2015 STEM Challenge, The Institute of Museum and Library Services, The Joan Ganz Cooney Center, and E-Line Media.

 

To learn more, visit www.guggenheim.org/education.

  

The Gold Casino, 2000—2007

The flooded-lighthouse puzzle from Myst. The player needs to get a locked chest to float to the position where a key can reach it.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Game Design Summer Intensive.

 

Find out more about VFS Summer Intensive programs at vfs.com/summerintensives.

Game Design Workshop for Middle Schoolers

Saturday, February 7, 2015

Solomon R. Guggenheim Museum

5th Ave at 89th Street

New York City

 

This Game Design Workshop for children ages 11–14 was a free one-day workshop with a Guggenheim educator and a video game industry professional that investigated game design principles and architectural concepts. Just as architect Frank Lloyd Wright was challenged to create a dynamic visitor experience in his design for the Guggenheim, participants explored how to create fun experiences for players through hands-on and digital projects. Created in collaboration with the 2014–2015 STEM Challenge, The Institute of Museum and Library Services, The Joan Ganz Cooney Center, and E-Line Media.

 

To learn more, visit www.guggenheim.org/education.

  

The classic arcade game Asteroids, re-created as a fully playable paper prototype. A probability matrix (bottom right) determines, from a die roll, whether a shot hit or missed.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Announcement of the second round Game Design of the Imagine Cup 2012 in Sydney, Australia.

Projektphase Sommersemester 2012 an der MD.H München.

 

Stefan Sigl war Projekt-Koordinator des Teams.

This guy was from Korea and talked about Design Issues of Online Fighting Games. Interesting fellow..

Game Design Workshop for Middle Schoolers

Saturday, February 7, 2015

Solomon R. Guggenheim Museum

5th Ave at 89th Street

New York City

 

This Game Design Workshop for children ages 11–14 was a free one-day workshop with a Guggenheim educator and a video game industry professional that investigated game design principles and architectural concepts. Just as architect Frank Lloyd Wright was challenged to create a dynamic visitor experience in his design for the Guggenheim, participants explored how to create fun experiences for players through hands-on and digital projects. Created in collaboration with the 2014–2015 STEM Challenge, The Institute of Museum and Library Services, The Joan Ganz Cooney Center, and E-Line Media.

 

To learn more, visit www.guggenheim.org/education.

  

Effective wireframing is an invaluable skill in game design. A portion of a wireframe from a mini-golf game is shown here.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Kieran Nolan is an artist-researcher, indie-game designer, and academic. He is a lecturer with the Department of Creative Arts, Media and Music at Dundalk Institute of Technology, where he is Programme Director of the BA in Media Arts and Technologies and the BA (Hons) in Communications and Creative Multimedia, and co-organiser of the Picteilín Creative Media and Games Studies Conference. Kieran is also a PhD candidate in Digital Arts and Humanities with the Graphics Vision and Visualisation group at Trinity College, Dublin. His research explores the aesthetic, material and connective properties of the arcade interface. Kieran’s research work has been published at conferences and exhibitions worldwide, including Vector Game Art and New Media Festival (Toronto), The Science Gallery (Dublin), Eurogamer Expo (London), Future and Reality of Gaming/F.R.O.G. (Vienna), International Symposium of Electronic Arts/ISEA (Belfast, Hong Kong), ZIL Cultural Centre (Moscow), the A MAZE. International Independent Video Games Festival (Berlin), METEOR (Tokyo), MAKE (Cork), Transmediale (Berlin), Art.CHI (Seoul), Game On! El arte en juego (Buenos Aires), and Playing The Game (Milan). Kieran lives and works in Ireland. Click here to learn more.SC

Find out more about VFS's one-year Game Design program at vfs.com/gamedesign

In Bri Lance’s game Kanyu, step-by-step instructions about how to play are cleverly incorporated directly into the game’s story line.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Game Design Class Project, programmed in Squeak. (See CC license details on my profile page: www.flickr.com/people/pxfx/)

Prof. Dr. rer. nat. Bartosz von Rymon Lipiński (links), Anette Lenz von der Bayerischen Staatskanzlei (Mitte) und Staatsminister Thomas Kreuzer. Ganz rechts: Tony Ngo.

Imagine Cup 2012 participants are preparing for presentations of the first round of the Game and Software Design competition and Phone.

 

You are the STORY!

Find our MSP Social Media Team Member in orange,

Welcome to Sydney, Welcome to Imagine Cup 2012!

 

Imagine Cup Properties:

Website: www.imaginecup.com/

Twitter: twitter.com/imaginecup

Facebook: www.facebook.com/microsoftimaginecup

Flickr: www.flickr.com/photos/imaginecup/

 

See more of the MSPSMT online!

Facebook: www.facebook.com/imaginecupsocialmediateam

Twitter: www.twitter.com/mspsmt

YouTube: www.youtube.com/wwmsp

Flickr: www.flickr.com/photos/mspsmt

 

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