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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.

Taken at the Pampus game client presentation.

“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.

Virtual Accelerating Reality

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.

 

VFS Inquiries Assistants were on hand to answer any questions about the one-year Game Design program.

 

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.

Game Design Summer Intensive.

 

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

Attendees begin arriving early for Saturday’s Industry Speaker Day at Game Design Expo 2010, where they’ll be treated to an entire day of presentations by industry-leading designers and producers.

 

Learn about Game Design Expo at gamedesignexpo.com.

 

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.

 

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.

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.

Virtual Accelerating Reality

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

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.

  

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.

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.

 

www.renerogge.com

Virtual Accelerating Reality

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.

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.

44 game developers challenged their creativity over 2 days at VFS’s Game Design 2Jam, Vancouver’s newest and most exciting game jam where 2-person teams created 2-minute 2-player duelling games.

 

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

Women in Games Scholarship winner Annie Dickerson discusses her final project for the Game Design program.

 

Learn about Game Design Expo at gamedesignexpo.com.

 

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

Virtual Accelerating Reality

The Gold Casino, 2000—2007

Among the many points of his presentation at Game Design Expo 2010, Propaganda Games’ Chris Whiteside examined the challenges of ensuring everyone on a game’s design team stays on the same journey.

 

Learn about Game Design Expo at gamedesignexpo.com.

 

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

VFS Game Design grad and Game Designer at Eidos Montreal, Bruce Kelly, offers feedback to Game Design students at Recruitment Day.

 

Learn about Game Design Expo at gamedesignexpo.com.

 

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

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