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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.
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.
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.
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.
Head of VFS Game Design Dave Warfield presents the Award for Outstanding Educational Contribution to BigPark.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Following the typical path of the Gartner hype cycle, in early 2012 gamification was somewhere just past the peak of inflated expectations.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
Game Design Summer Intensive.
Find out more about VFS Summer Intensive programs at vfs.com/summerintensives.
Jeff O'Connell of United Front Games talks with Game Design Expo attendees between presentations.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Novus TV interviews Senior Game Developer at Slant Six Games, Ian Christy, 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.
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.
Head of Game Design Dave Warfield welcomes everyone at the Open House.
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.
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)
Head of Game Design Dave Warfield finishes a candid interview with Propaganda Games’ Design Director Chris Whiteside.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Electric Playground interviews Marc Acero Senior Combat Designer at Radical Entertainment.
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.
Character Melinda Malarkey - surprised version with apron
Housewife, mother of the main character in "Dig My Way" video game
JUNE 19 2019/19 GIUGNO 2019
18:00 - 19:00
Room 135/Aula 135 (terzo piano)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
ROBERT YANG
SEX IN GAMES
gamedesign.university/robert-yang
If video games are art, and art should reflect our lives, then why aren't there more video games about sex and intimacy? OK, maybe sex isn't an important part of your life… But if it is, why do video games seem so bad at sex? In this talk, we will look at a wide variety of different sex games and think about some useful design patterns for sex games. Then we will consider the (many) institutions and barriers against sexual expression, across the game industry as well as the internet.
Robert Yang makes surprisingly popular games about gay culture and intimacy:he is most known for his historical bathroom sex simulator The Tearoom and his male shower simulator Rinse and Repeat. His gay sex triptych Radiator 2 has over 150,000 users on Steam. He is currently an Assistant Arts Professor at NYU Game Center, and he has given talks at GDC, IndieCade, Queerness and Games Conference, and Games for Change. He holds a BA in English Literature from the University of California at Berkeley, and an MFA in Design and Technology from Parsons School for Design.
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.
Find out more about VFS's annual Game Design Expo at www.gamedesignexpo.com
To learn more about VFS’s one-year Game Design program, visit www.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.
Nick Fortugno, co-founder of Playmatics, looks at what the world of impact-focused media will be as films and games become more entwined. Analyzing the roles that film and games respectively play in narrative and social good pieces, the talk offers a vision of how these forms can play successfully together when all the media align in their most effective ways. Photo Credit: Anna Thornton
This drawing started out as being inspired by the idea of a chainsaw wielding Pacman! Imagine if the famous yellow dot went on a mass killing spree. The amazing rated R game would various ways for Pacman to seek revenge on those torture-some ghosts once and for all.
Before making the final death blow the bizarre yellow dot would scream out in laughter while the player could pick which mode of death best served each ghost! Each new level would be themed in classical history. There could be a Roman world where you could feed the ghosts to hungry lions. A medieval level where you could be head the ghosts in a torture room as a map. How cool would that be!
The backstory could be something such as prior to being Pacman the guy used to be known as Edgar the Wise but an experiment went wrong and he was transformed – thus seeking some nasty revenge for being turned into a yellow golf-ball like creature. Throw in some badly translated Japanese dialog and you are all set!
Each power-pellet would add a weapon to Pacman’s arsenal for a limited time. The opportunity for death and destruction is endless in a insane rated M Pacman game! So who’s with me? Let’s make the first rated-M Pacman game!
And if you need a development lead it just happens that I’m looking for work! Chomp- Chomp
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.
Associate Lead Designer at BioWare Austin, Emmanuel Lusinchi, shares some of the lessons learned while making Star Wars: The Old Republic.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.