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The atrium at Game Design Expo 2010 features an eclectic mix of exhibitors and vendors.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Industry Night is the pinnacle of the year for Game Design students. A few weeks before graduation, teams present their final projects – playable games – to industry guests who ask tough questions about their design and development process.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Industry Night is the pinnacle of the year for Game Design students. A few weeks before graduation, teams present their final projects – playable games – to industry guests who ask tough questions about their design and development process.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Playful is a one-day event all about games and play – in all their manifestations, throughout the contemporary media landscape. It’s a conference for architects, artists, designers, developers, geeks, gurus, gamers, tinkerers, thinkerers, bloggers, joggers, and philosophers. We look at what PLAY means both creatively and culturally, and put speakers on the stage who offer different perspectives on where we are currently, where we’ve been, and where we’re going. We want people walking away talking about the nature of games…what they mean to different people inside, on the periphery, outside or miles away from the industry.
This model was created with the purpose to make a few mods for Simcity to download. The whole idea never real got as far as this point but since I love both the game and making architectural models I think I'll get back to them as soon as I can.
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.
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.
“When you think about it,” says Big Sandwich Games’ Tyler Sigman, “a board game instruction manual is a GDD [game design doc].”
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Game Design Expo 2012’s sold-out Industry Speaker Day on January 21 attracted industry professionals and aspiring game designers.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
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.
Mitchell Lagran shares an insightful presentation on holistic game design, in which he encourages aspiring game designers to look at the big picture.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Cory Stockton of Blizzard Entertainment explains how specific software can be used to shorten the design process and catch errors before they happen.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Industry Night is the pinnacle of the year for Game Design students. A few weeks before graduation, teams present their final projects – playable games – to industry guests who ask tough questions about their design and development process.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Game Design Expo 2012’s sold-out Industry Speaker Day on January 21 attracted industry professionals and aspiring game designers.
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.
‘Reviews on the Run’ co-host Scott Jones throws a question to Big Park’s Jay Balmer.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Senior Game Developer at Slant Six Games, Ian Christy, walking through the details involved in the game design process.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
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.
Attendees at the Game Design Open House check out sample classes such as Flash Gaming, Game Theory, Storytelling, and Level Design.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Attendees of the sold-out Industry Speaker Day on January 22, 2011, eagerly try out the PlayStation Move.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Tyler Sigman of Big Sandwich Games makes a case for why gameplay trumps narrative, branding, focus groups, and the many other aspects of game design.
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.
Attendees at the Game Design Open House check out sample classes such as Flash Gaming, Game Theory, Storytelling, and Level Design.
Learn about Game Design Expo at gamedesignexpo.com.
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.
Playful is a one-day event all about games and play – in all their manifestations, throughout the contemporary media landscape. It’s a conference for architects, artists, designers, developers, geeks, gurus, gamers, tinkerers, thinkerers, bloggers, joggers, and philosophers. We look at what PLAY means both creatively and culturally, and put speakers on the stage who offer different perspectives on where we are currently, where we’ve been, and where we’re going. We want people walking away talking about the nature of games…what they mean to different people inside, on the periphery, outside or miles away from the industry.
Jake Birkett ,Director at Grey Alien Games, Rick Davidson, CEO of Inspirado Games, Brenda Bailey Gershkovitch, CEO of Silicon Sisters Interactive, Chevy Ray Johnston, Indie Game Developer, and Brian Provinciano, CEO of Vblank Entertainment, discuss the challenges, victories, and changing landscape in independent games during 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.
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.
Director of Design at Bethesda, Bruce Nesmith, presenting the concept of Radiant Story, the system used in The Elder Scrolls V: Skyrim.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
Industry Night is the pinnacle of the year for Game Design students. A few weeks before graduation, teams present their final projects – playable games – to industry guests who ask tough questions about their design and development process.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Game Design Workshop for Middle Schoolers
Saturday, February 7, 2015
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.
Isole (Islands). The board
Each island is called "Island" in various languages; each port has the name of an existing island
Character Karen Gray - basic version A housewife in the game "Dig My Way" She is never happy. She is Karen.
Industry Night is the pinnacle of the year for Game Design students. A few weeks before graduation, teams present their final projects – playable games – to industry guests who ask tough questions about their design and development process.
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.
The consoles are not so important, more some games, who understand
to teach me important stuff about live, I’m not able to learn via books or films.
Always love them for this achievement.
May the future be more friendly for this kind.
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
BioWare Lead Cinematic Designer Armando Troisi, who is also a VFS Game Design alum, highlighted the differences between the subjective narrative of the Mass Effect franchise with the objective approach of many other RPGs.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Industry Night is the pinnacle of the year for Game Design students. A few weeks before graduation, teams present their final projects – playable games – to industry guests who ask tough questions about their design and development process.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.