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

Graduierungsfeier März 2013 an der MD.H. Prof. Dr. Bartosz von Rymon Lipiński hält die Laudatio für die Gamedesigner.

Character- und Gamedesign mit Scratch

Level Design For Unity3d Game with Autodesk Maya

Playtesting the core mechanic of a board game I'm designing for a Finnish newspaper franchise.

It’s hard to describe this image without using any of the words listed in the upper right corner, unless you know that it’s the flag of Vietnam.

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

Character- und Gamedesign mit Scratch

With the increase of game production and the endless amount of genres the need for Game design students is heavy in demand. according to the Entertainment Software Association , Employment in the video game industry grew 8.6% from 2005 to 2009.

game-designschools.com/wp-uploads/game-designschools.com/...

 

Graduierungsfeier März 2013 an der MD.H.

I've accidentally colored the wrong squares on a chessboard before; This time, I decided to pre-mark the squares that would get colored in. This was a matter of carefully X-ing the relevant squares before I started coloring.

Another Rolling Legend's Background from the 5th world

 

Graphic software: Illustrator CS5

Tools: pen tool, hand-drawn textures, gradients

Drawn by me for Rolling Legend

Designed and produced by CRYsoft Development

Wits Digital Arts - Final Game Design projects. November 2012

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

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

Character- und Gamedesign mit Scratch

Alexandra Schlecht stellt für das Team „amBIT“ das Spiel „Project Eden“ vor.

Graduierungsfeier März 2013 an der MD.H.

Programmierer Nicolai Diercks.

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

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

“Game in the City” gameinthecity “dutch game awards” dutchgameawards dga2010 dga gitc gitc2010 acs “amersfoort creatieve stad” game, games, innovatie, serious games, congres, convention, “games & marketing” gamedevelopers gamedesign, gamesindustrie, gamesindustry, Amersfoort 033

Projektphase Sommersemester 2012 an der MD.H München.

Character- und Gamedesign mit Scratch

"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!

 

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!

 

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

MAY 31 2018/31 MAGGIO 2018

Aula seminari 6:00 - 7:00 pm (18:00 - 19:00)

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

 

AN EVENT PRESENTED BY THE MASTER OF ARTS IN GAME DESIGN AT IULM UNIVERSITY

 

FOCI + LOCI

TOPOS

Topos is a long-term WIP and a game art performance combining a two-channel video projection of artist-built game spaces. The piece examines the cultural shift from the mechanized, topographic 20th century to the topological experience of the digital era through virtual, kinetic portraits. Subjects will include modernist artists concerned with time and movement such as F.T. Marinetti, Claude Cahun, Scott Joplin and others. Navigating custom game spaces in real time, the performers will explore the grand shift from the physical to the virtual.

foci + loci evolved through a fascination with the malleability of virtual space paired with an interest in electroacoustic improvisation leading the duo (Chris Burke and Tamara Yadao) to design spaces that could be “played” as instruments. foci + loci received a NYSCA grant for 2013 to develop their full scale game art performance installation ‘Bal(l)ade’. Tamara received an American Composers' Forum grant in 2015 commissioning the music for foci + loci's "Another Kind of Spiral" which premiered at Cluster Festival in Winnipeg with a performance at Centre Georges Pompidou following soon after. Other performances and exhibits include GAME VIDEO/ART. A SURVEY an official exhibition of the 21st Triennale of Milan, Vector Festival in Toronto, Babycastles, The Stone, and Joe's Pub in NYC.

  

Character- und Gamedesign mit Scratch

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

Es gab Interviews mittendrin.

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.

LittleBigPlanet provides an in-game editor, allowing players to construct their own games.

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

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

Graduierungsfeier März 2013 an der MD.H.

Character- und Gamedesign mit Scratch

Graduierungsfeier März 2013 an der MD.H.

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

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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