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Family Game Design Workshop for Kids and Baby Boomers

Saturday, April 25, 2015

Solomon R. Guggenheim Museum

5th Ave at 89th Street

New York City

 

A workshop for families with Guggenheim educators and video game industry professionals investigating game design principles and architectural concepts. Created in collaboration with AARP, Mentor Up, E-Line Media, and the Joan Ganz Cooney Center for Educational Media and Research.

 

Photo: Filip Wolak

 

To learn more about our family programs visit www.guggenheim.org/families.

Appease the Aztec gods in this epic feeling card game that is an original twist on the solitaire games you know and enjoy.

  

Pyramid Solitaire - Aztec is an exciting variant of our popular game Pyramid Solitaire - Ancient Egypt which has been enjoyed by hundreds of thousands of players. You'll find this card game is both easy to play and a visual feast for your eyes. Simply match pairs of cards that add up to 13 and when you remove them all you will build the Aztec pyramids! Try to beat your own high scores or play with friends online using Game Center.

  

FEATURES

  

- Addictive gameplay

- Epic theme set in the Aztec era.

 

- Easy to learn, play within seconds!

 

- Global score boards which make it easy to share the fun.

- Atmospheric sound effects.

  

As this is a universal application, this solitaire game adapts to look and play nicely on either your iPhone or iPad.

  

This is game for anyone who enjoys card games and puzzles game.

 

Pyramid Solitaire - Aztec is free to download on the App Store today!

 

(itunes.apple.com/gb/app/pyramid-solitaire-aztec/id6404875...)

the gamedesign singularity

Character- und Gamedesign mit Scratch

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

GAME DESIGN BEYOND SCREENS & JOYSTICKS

 

Keyboards, mice and twin stick pads constitute an overwhelming majority of game controlling devices, while displays and speakers monopolize the rendering ones. Despite its obvious economic and ergonomic virtues, the standardization of physical interfaces closes creative doors and conceals a whole field of possibilities. Beyond screens and joysticks lies a world begging to be explored. There is a marginal but increasing number of games that forges ahead and breaks new ground in various fields from arcades to the ALT CTRL movement, escape rooms and new technologies based games. This talk will call into question the part of the game experience that is happening in the physical space, often taken for granted because based on generic devices and then attempt to chart this new territory with a UX design compass and Human-Machine Interaction's tools.

 

Tatiana Vilela dos Santos is a multi-award winning independent game designer and interactive artist based in Paris, France. All her works are part of her interactive multimedia project MechBird. She studied both game design and contemporary arts. She graduated a Bachelor's degree in Game Design from both public and private schools and obtained a Master's degree in Interactive Multimedia from the Sorbonne university. Since 2010, she designs, develops and builds experimental games based on new technologies or unique interfaces specially made for her games. Most of her games are created in artistic residencies and are meant to be played at events in various venues and not necessarily sold online or in shops. She teaches game and UX design in universities and middle-schools. She regularly speaks at conferences and festivals. All her exhibited works can be find on the website of her interactive multimedia project, MechBird.

Lost City of Stone: Petra, is an actual city deep in the desert of Jordan. It was destroyed due to a major earthquake, after what historians believe, but parts of it, has been re-discovered, and still exist today.

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

Globaloria students Brittany Arbogast (Tygarts Valley High School, WV) and Jennifer Carceres (The Young Women's Leadership School of Astoria (TYWLSA), NY) are recipients of the ESA LOFT Video Game Innovation Fellowship for their games created in Globaloria classes. They were given the opportunity to present their games to policy makers, STEM innovators, game designers and media in Washington, D.C. and were awarded innovation grants to continue developing their games. 2013 Recipients from Globaloria, Daniela Leguisamo and Geraldine Agredo (TYWLSA, NY), joined the celebration and events in D.C. as well.

Character- und Gamedesign mit Scratch

Interactive design and game development chair Brenda Brathwaite demonstrates her award-winning game Train to guests at the DMC opening.

gamesofa站內活動素材

Projektphase Sommersemester 2012 an der MD.H München.

Special Effects Artist Sebastian Popp.

gamedesign.university/elliott-kemenczy

 

FEBRUARY 27 2019/27 FEBBRAIO 2019

18:00 - 19:00

Room 135/Aula 135 (terzo piano)

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

 

Indie studio Cardboard Computer drew up a simple outline for their magical realist adventure game Kentucky Route Zero, but over the nearly 8-year development process they found themselves lost in a twisty maze of passages, all different. In this Kentucky Route Zero postmortem, Cardboard Computer co-founders Jake Elliott and Tamas Kemenczy will lead a guided tour back through these electronic tunnels and nocturnal highways, paying special attention to the little detours and dead-end tunnels.

Jake Elliott is co-founder of Cardboard Computer, where he is a writer, programmer, and designer on the game Kentucky Route Zero. His work is characterized by playful text, reflective pacing, and human-scale drama. He has taught videogame design, programming, and experimental animation at The School of the Art Institute of Chicago, DePaul University and Northwestern University. He lives in central Kentucky.

Der Saal für den Eröffnungsfilm füllt sich.

Projeto completo em: issuu.com/priscilatcrespo/docs/engrenagem_gamedesign

  

Esse trabalho teve como meta o desenvolvimento de um jogo eletrônico e de sua parte gráfica. O conceito do jogo é baseado na utilização da critatividade para adoção de medidas sustentáveis, sendo a reutilização de objetos para a criação de novos utensilios a principal ação do jogador. Foram desenvolvidos para esse projeto a identidade visual, interface gráfica, concepts, telas de reprodução de alta fidelidade, e promocionais.

 

Identidade Visual: Priscila T. Crespo

Ilustrações: Lucas de Avelar

Design de interação: Nathan Henrique

Concept: Priscila Crespo, Lucas de Avelar, Nathan Henrique.

UEMG, 2011.

APRIL 18 2018/18 APRILE 2018

Aula seminari

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

 

gamedesign.university/andrea-babich

 

ANDREA BABICH

WHEN MARIO MEETS RABBIDS

 

How a little studio in Milano convinced Ubisoft and Nintendo that developing a turn based strategy mashup between the Super Mario characters and the Rabbids was a good idea. And how Mario+Rabbids: Kingdom Battle became a surprise hit with both the public and the critics. The definitive feel good game development story.

Andrea Babich is Lead Narrative Designer for Mario+Rabbids: Kingdom Battle at Ubisoft Italy. With Fabio Bortolotti, he hosts the leading Italian retrogaming Twitch channel. Moreover, he's a chiptune composer and an occasional ROM modder. Andrea received his B.A. in Communication Sciences at the University of Bologna with a Thesis on retrogaming. Before joining Ubisoft, he worked for almost a decade as a video game journalist. He is the author of the first academic book on Nintendo's most famous character, I mondi di Super Mario: Azioni, Interazioni & Esplorazioni (Ludologica, 2003) published in Italy. Babich lives and works in Milan.

Come Out & Play SF Festival and Exhibition 2012 games being played at a preview at Sunday Streets in the Excelsior neighborhood

 

Photo by Jackie Haasa

   

Game is "Sloth Chase" by Albert Kong & Eric Rubin

Projektphase Sommersemester 2012 an der MD.H München.

Game in the City en de Dutch Game Awards zijn initiatieven van Amersfoort Creatieve Stad in samenwerking met partners als Dutch Games Association, NLGD, Dutch Game Garden, Immovator en Control Magazine.

 

Fotografie: Frans van Hal

Projektphase Sommersemester 2012 an der MD.H München.

My base and NPC houses I built in Terraria

Counting his money, ready for that big bid!

Clay Modeling im ersten Semester, 2012.

To celebrate Digital Learning Day at Tygarts Valley Middle and High School, Globaloria students invited friends to join them in class, learnt about computer science, game design and coding, and brainstormed ideas for the upcoming games to build.

Rogues Leaders: the story of lucasarts

Camp Nerdly, Triangle, VA

 

My game in playtest

An elaborately decorated house in Animal Crossing, complete with indoor plants, slot machine, nesting dolls, and giant totems.

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

Vom 16.-20. Februar 2016 war der Code Week Award zur didacta in Köln am Stand von Samsung vertreten. Neben eigenen Angeboten wie dem Live-Programmieren von Spielen in 7 Minuten, konnte auch mit den Gewinnerprojekten "Lange Coding Nacht am Georgs" mit Tobias Hübner und "Informatik-Feriencamp für Weltverbesserer" mit Nadine Bergner programmiert werden.

Character- und Gamedesign mit Scratch

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