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Carved this gargoyle from Plastinia, took his picture from many angles, processed it in Memento, 3ds Max and Photoshop- and Viola! a new gargoyle is born in my virtual world

Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion

Easy to play and joyously fun, its the solitaire game for everyone!

 

Clear the cards from the golf course before the deck runs out in our simple solitaire game.

 

Golf Solitaire Features

 

-The cutest golf theme around with lovely animation.

 

- A classic addictive card game that is easy to learn.

 

- Enjoy the game within moments using the intuitive controls.

 

- Works on iPhone, iPad, and iPod Touch.

 

If you like you card games or puzzle games that are short and simple to pick up and play, then we think you'll love this!

 

Golf Solitaire Pro is free to download on the App Store today! (itunes.apple.com/gb/app/golf-solitaire-pro/id492926680?mt=8)

Character- und Gamedesign mit Scratch

The dashboard of the Honda Insight hybrid incorporates a simple plant-growing game into the driving experience to give people feedback about the fuel efficiency of their driving habits.

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

Graduierungsfeier März 2013 an der MD.H. Professor Dr. Papesch vom Medienmanagement und Dr. Isa Ogbomo, Prorektorin der MD.H München.

The Art History of Games reception at Kai Lin Art in Atlanta.

Character- und Gamedesign mit Scratch

Graduierungsfeier März 2013 an der MD.H.

Der Kampf am kalten Buffet war heiß.

Foto von Jan Kraus

 

An unserem Code&Play Stand konnte an drei Tagen ein buntes Workshop-Angebot wahrgenommen werden. Mit dabei waren:

 

senseBox, Junge Tüftler, NaWiTex-Schülerlabor, Technologiestiftung Berlin, Open Knowledge Foundation, Infosphere Aachen, Coder Dojos, Creative Gaming und das Game Science Center!

 

Projektphase Sommersemester 2012 an der MD.H München.

Character- und Gamedesign mit Scratch

The finished board. I'm glad I used a damaged piece of board for the prototype, but I have to avoid damaging the kids' materials when they build their boards. They should be the ones to damage their materials, not me.

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.

Shadow of the Colossus invites players to build an emotional connection to a virtual horse, who serves as a loyal friend in a lonely setting.

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

Good old Minesweeper gives computer novices practice with a basic set of mouse skills.

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

Graduierungsfeier März 2013 an der MD.H.

As part of a Final Major Project, the student is building a demo of a fantasy world setting inspired by Discworld Novels, as a community space for fans.

 

Just a week left to add the final details and sound

The chess set pieced out. If you look closely at the knight, you can see two unstable beads stacked on top of one another; this isn't the glued set, but the preliminary design; I had to add a dowel and a base board to the knights to keep them from rolling away or falling over.

Shots of the prototyping work for Maguro.

Photo: Thomas Walskaar www.walska.com

Location: WORM Rotterdam

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.

One week into my build in Unity 3D. No shadows or fog yet, and custom trees are still on the way. Stay tuned...

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

11 Day Challenge. Part of the 11 day challenge series. You have 11 days to create a full-beta custom map.

 

Level Design is for L4D2 Scavenge and Survival modes.

 

Day 5: Texturing

Level Design For Unity3d Game with Autodesk Maya

Foto von Jan Kraus

 

An unserem Code&Play Stand konnte an drei Tagen ein buntes Workshop-Angebot wahrgenommen werden. Mit dabei waren:

 

senseBox, Junge Tüftler, NaWiTex-Schülerlabor, Technologiestiftung Berlin, Open Knowledge Foundation, Infosphere Aachen, Coder Dojos, Creative Gaming und das Game Science Center!

 

Graduierungsfeier März 2013 an der MD.H.

Feral Vector, May 2015. Location: The Birchcliffe Centre, Hebden Bridge, Yorkshire.

Foto von Jan Kraus

 

An unserem Code&Play Stand konnte an drei Tagen ein buntes Workshop-Angebot wahrgenommen werden. Mit dabei waren:

 

senseBox, Junge Tüftler, NaWiTex-Schülerlabor, Technologiestiftung Berlin, Open Knowledge Foundation, Infosphere Aachen, Coder Dojos, Creative Gaming und das Game Science Center!

 

Graduierungsfeier März 2013 an der MD.H.

Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion

A game design character

Other demonstrations of games designed for human computation that were developed by Luis von Ahn.

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

"Mister Id" work in progress, test play

Foto von Jan Kraus

 

An unserem Code&Play Stand konnte an drei Tagen ein buntes Workshop-Angebot wahrgenommen werden. Mit dabei waren:

 

senseBox, Junge Tüftler, NaWiTex-Schülerlabor, Technologiestiftung Berlin, Open Knowledge Foundation, Infosphere Aachen, Coder Dojos, Creative Gaming und das Game Science Center!

 

Whereas a leveling system provides a periodic payoff (left), items that players can purchase to customize their experience allow access to a steady flow of rewards (right).

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

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