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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.
Global BC visited Vancouver Film School to give viewers an inside look at the VFS experience. The special "back to school" broadcast featured demonstrations and interviews with faculty, students, and alumni from a wide range of VFS programs including Sound Design, Digital Character Animation, Acting, and Makeup Design.
Find out more about these one-year programs and more at vfs.com/programs.
Family Game Design Workshop for Kids and Baby Boomers
Saturday, April 25, 2015
5th Ave at 89th Street
New York City
A workshop for families with Guggenheim educators and video game industry professionals investigating game design principles and architectural concepts. Created in collaboration with AARP, Mentor Up, E-Line Media, and the Joan Ganz Cooney Center for Educational Media and Research.
Photo: Filip Wolak
To learn more about our family programs visit www.guggenheim.org/families.
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.
Game Design students at work in the Game Arcade.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
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.
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.
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.
James Portnow, CEO of Rainmaker Studios – and one of the minds behind the successful web series Extra Credits, visited the VFS Game Design campus to meet with and inspire students. James discussed the aesthetics of game design, focusing on the importance of player experience, and the responsibility of game designers in creating that experience.
You can read more about James' visit on the VFS Blog.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
BioWare Lead Cinematic Design Armando Troisi elaborates on his talk in an interview. His presentation includes a look at Mass Effect 2’s Save Game Import feature, “one of our uber-features,” with 700 plot hooks carrying over from the first game to the sequel.
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 host, Victor Lucas, moderates the discussion panel 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.
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 Senior Instructor Andrew Laing teaches a young gamer to play Drumskulls. Laing created the game with a team mostly composed of VFS Game Design alumni.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Jason Leigh and Josh Bridge of Blue Castle Games, currently working on Dead Rising 2, are interviewed by Dave Warfield, Head of Game Design at VFS.
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.
Patrick Plourde, Creative Director at Ubisoft, describes the future of gaming, stressing the significance of Tom Selleck's moustache.
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)
Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion
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.
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.
Raphael van Lierop of Relic Entertainment takes a moment to talk 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
In Foldit, players solve puzzles based on real proteins.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
Game Design Open House attendees had the chance to find out more about the program and available scholarships from on-hand members of the VFS Admissions team.
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.
Associate Lead Designer at BioWare Austin, Emmanuel Lusinchi, listens attentively as a Game Design student asks a question 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.
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.
As time goes on and practitioners find more value in one another’s fields, UX design and game design will become intertwined.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
James Portnow, CEO of Rainmaker Studios – and one of the minds behind the successful web series Extra Credits, visited the VFS Game Design campus to meet with and inspire students. James discussed the aesthetics of game design, focusing on the importance of player experience, and the responsibility of game designers in creating that experience.
You can read more about James' visit on the VFS Blog.
Find out more about VFS’s one-year Game Design program at vfs.com/gamedesign.
JUNE 4 2019/4 GIUGNO 2019
18:00 - 19:00
Room 135/Aula 135 (terzo piano)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
gamedesign.university
7 1/2 OBSERVATIONS ABOUT THE SHORTEST FOUR-LETTER WORD IN GAMES
LANGUAGE: ENGLISH
When players enjoy a game, they say, “That was fun!” When designers make, journalists review, or academics theorize about a game, the word fun rarely comes up. A word so commonplace as to sound meaningless and typically ignored, “fun" remains unmentioned by those who make and write about games. This talk looks beyond game development, game journalism and game studies for ideas to help us better understand the role of fun in games and beyond. Drawing on fields as diverse as cognitive psychology, anthropology, cultural theory, the philosophy of art, and sociology, Sharp explores the power and potential of fun as useful concept and tool for experiencing, thinking about, and understanding play.
historian, curator and educator with thirty years of involvement in the creation and study of art and design. John's current design work focuses on cultural games, artgames and non-digital games. His current research addresses game aesthetics, the processes of creativity, and the intersections of aesthetics and ethics. Sharp is Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at the New School. He is the author of Works of Game: On the Aesthetics of Games and Art (MIT Press) and coauthor (with Colleen Macklin) of Iterate.Ten Lessons in Design and Failure and (with David Thomas) Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful (MIT Press). Sharp and Macklin are Codirectors of the PETLab (Prototyping Education and Technology Lab) at Parsons. John was the curator of Spacewar!: Videogames Blast Off (2012) and A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games (2018, co-curator Jason Eppink) at the Museum of the Moving Image and co-curator of XYZ: Alternative Voices in Game Design (2013) at the Museum of Design-Atlanta. John’s Games include The Metagame (2015) and Losswords (2019).
7 OSSERVAZIONI E 1/2 SULLA PAROLA DI QUATTRO LETTERE PIÙ CORTA NEI GIOCHI
Quando un giocatore s’imbatte in un’esperienza ludica particolarmente avvincente, spesso esclama: "Wow, è veramente divertente!". Eppure designer, giornalisti e accademici raramente utilizzano il termine “divertimento” per riferisi ai videogiochi. Questo sostantivo è così vago e generico che persino chi sviluppa o scrive di videogiochi tende a ignorarlo. Beninteso, il fenomeno non riguarda solo game design, giornalismo e game studies, ma la cultura in quanto tale. In un avvincente excursus che attinge a piene mani dalla psicologia cognitiva, dall'antropologia, dalla teoria culturale, dalla filosofia dell'arte e alla sociologia - Sharp esplora il potenziale del divertimento per ripensare l’attività del giocare.
John Sharp è un designer, storico dell'arte, curatore ed educatore con trent'anni di esperienza nello sviluppo e nello studio dell'arte e del design. La sua ricerca si concentra sui videogiochi culturali, artistici e analogici, con particolare attenzione all'estetica videoludica, i processi creativi e le intersezioni tra estetica ed etica. Professore Associato alla Scuola di Arte, Media e Tecnologia della Parsons School of Design (New School), è l’autore di Works of Game: On the Aesthetics of Games and Art (MIT Press) e coautore (con Colleen Macklin) di Iterate.Ten Lessons in Design and Failure e (con David Thomas) Fun, Taste, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful (MIT Press). Sharp e Macklin sono i direttori del PETLab (Prototyping Education and Technology Lab) alla Parsons School of Design. Ha curato numerose mostre tra cui Spacewar!: Videogames Blast Off (2012) e A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games (2018, insieme a Jason Eppink) al Museum of the Moving Image. Ha co-curato XYZ: Alternative Voices in Game Design (2013) al Museum of Design-Atlanta. Come designer, ha realizzato The Metagame (2015) and Losswords (2019).
John Sharp is a designer, art
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.
Jonathan Dowdeswell, General Manager at Relic Entertainment, gives an interview at Game Design Expo 2011.
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.
Annex Pro is a big supporter of Game Design Expo.
Learn about Game Design Expo at gamedesignexpo.com.
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
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.
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.
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.
Raphael van Lierop of Relic Entertainment takes a moment to talk 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
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
Associate Lead Designer at BioWare Austin, Emmanuel Lusinchi, takes time to answer questions from attendees 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.
Bruce Kelly, Emmanuel Lusinchi, Bruce Nesmith, and Head of Game Design Dave Warfield pose for a photo 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.
Attendees of 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.