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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.
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
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
You are the STORY!
Welcome to Sydney, Welcome to Imagine Cup 2012.
Imagine Cup Properties:
Website: www.imaginecup.com/
Blog: www.imaginecup.com/blogs/default.aspx
Twitter: twitter.com/imaginecup
Facebook: www.facebook.com/microsoftimaginecup
Flickr: www.flickr.com/photos/imaginecup/
See more of the MSPSMT online!
Blog: www.icsocialmediateam.com
Facebook: www.facebook.com/imaginecupsocialmediateam
Twitter: www.twitter.com/mspsmt
YouTube: www.youtube.com/wwmsp
Flickr: www.flickr.com/photos/mspsmt
Uploaded By: MSPSMT Robert Staniucha
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
You are the STORY!
Welcome to Sydney, Welcome to Imagine Cup 2012.
Imagine Cup Properties:
Website: www.imaginecup.com/
Blog: www.imaginecup.com/blogs/default.aspx
Twitter: twitter.com/imaginecup
Facebook: www.facebook.com/microsoftimaginecup
Flickr: www.flickr.com/photos/imaginecup/
See more of the MSPSMT online!
Blog: www.icsocialmediateam.com
Facebook: www.facebook.com/imaginecupsocialmediateam
Twitter: www.twitter.com/mspsmt
YouTube: www.youtube.com/wwmsp
Flickr: www.flickr.com/photos/mspsmt
Uploaded By: MSPSMT Robert Staniucha
The ‘ModNation Racers’ demo kiosks provide Game Design Expo 2010 attendees a constant source of entertainment.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
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.
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.
The Game Design Open House provides aspiring game designers a chance to see inside the acclaimed program. Here, VFS instructor Roger Mitchell, chats with attendees.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
You are the STORY!
Welcome to Sydney, Welcome to Imagine Cup 2012.
Imagine Cup Properties:
Website: www.imaginecup.com/
Blog: www.imaginecup.com/blogs/default.aspx
Twitter: twitter.com/imaginecup
Facebook: www.facebook.com/microsoftimaginecup
Flickr: www.flickr.com/photos/imaginecup/
See more of the MSPSMT online!
Blog: www.icsocialmediateam.com
Facebook: www.facebook.com/imaginecupsocialmediateam
Twitter: www.twitter.com/mspsmt
YouTube: www.youtube.com/wwmsp
Flickr: www.flickr.com/photos/mspsmt
Uploaded By: MSPSMT Robert Staniucha
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
VFS Game Design's Pitch & Play is a chance for graduating students to showcase their final projects to an industry audience on the lookout for hot young talent.
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.
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
Huizinga suggested that games are distinct experiences from everyday life, walled
off and secluded from it in what he called the “magic circle.”
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
You are the STORY!
Welcome to Sydney, Welcome to Imagine Cup 2012.
Imagine Cup Properties:
Website: www.imaginecup.com/
Blog: www.imaginecup.com/blogs/default.aspx
Twitter: twitter.com/imaginecup
Facebook: www.facebook.com/microsoftimaginecup
Flickr: www.flickr.com/photos/imaginecup/
See more of the MSPSMT online!
Blog: www.icsocialmediateam.com
Facebook: www.facebook.com/imaginecupsocialmediateam
Twitter: www.twitter.com/mspsmt
YouTube: www.youtube.com/wwmsp
Flickr: www.flickr.com/photos/mspsmt
Uploaded By: MSPSMT Robert Staniucha
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.
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.
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.
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.
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.
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
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
VFS Game Design's Pitch & Play is a chance for graduating students to showcase their final projects to an industry audience on the lookout for hot young talent.
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.
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
You are the STORY!
Welcome to Sydney, Welcome to Imagine Cup 2012.
Imagine Cup Properties:
Website: www.imaginecup.com/
Blog: www.imaginecup.com/blogs/default.aspx
Twitter: twitter.com/imaginecup
Facebook: www.facebook.com/microsoftimaginecup
Flickr: www.flickr.com/photos/imaginecup/
See more of the MSPSMT online!
Blog: www.icsocialmediateam.com
Facebook: www.facebook.com/imaginecupsocialmediateam
Twitter: www.twitter.com/mspsmt
YouTube: www.youtube.com/wwmsp
Flickr: www.flickr.com/photos/mspsmt
Uploaded By: MSPSMT Robert Staniucha
Handing out awards.
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.
Attendees gather around the ModNation Racers kiosks, as they’re guided by representatives through the games diverse and easy-to-learn creation tools.
Learn about Game Design Expo at gamedesignexpo.com.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign
Character Wesley Mitchell - basic version
Schoolboy
#digmyway #gamedev #gamedeveloper #indiedev #indiegame #digitalart #character #characterdesign
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
You are the STORY!
Welcome to Sydney, Welcome to Imagine Cup 2012.
Imagine Cup Properties:
Website: www.imaginecup.com/
Blog: www.imaginecup.com/blogs/default.aspx
Twitter: twitter.com/imaginecup
Facebook: www.facebook.com/microsoftimaginecup
Flickr: www.flickr.com/photos/imaginecup/
See more of the MSPSMT online!
Blog: www.icsocialmediateam.com
Facebook: www.facebook.com/imaginecupsocialmediateam
Twitter: www.twitter.com/mspsmt
YouTube: www.youtube.com/wwmsp
Flickr: www.flickr.com/photos/mspsmt
Uploaded By: MSPSMT Robert Staniucha
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.
Il 13 giugno 2019, gli studenti del Master of Arts in Game Design dell'Università IULM hanno presentato i loro progetti finali a due ospiti di eccezione: Marco Minoli e Paolo Paglianti di Slitherine Software.
Slitherine LTD è un publisher di videogame britannico nato dalla passione dei suoi soci fondatori, JD e Iain McNeil, per la storia e le simulazioni militari, all'inizio degli anni 2000. Il rapido successo nella nicchia di mercato degli strategici ha permesso a Slitherine di acquisire nel 2008 l'americana Matrix Games, altro publisher dedito esclusivamente ai giochi di strategia. Nel catalogo di Slitherine/Matrix sono presenti solo strategici: dozzine di wargame ambientati in ogni periodo storico, dall'antica Roma (Field of Glory II) alle guerre rinascimentali europee (Pike and Shoot), dal medioevo giapponese (Sengoku Jidai) alla Guerra Civile americana (Gettysburg). Moltissimi i titoli ambientati durante la Seconda Guerra Mondiale (Panzer Corps, che ha venduto finora oltre un milione di copie, l'intera saga di Close Combat, Order of Battle). l simulatore di guerra navale moderna, Command Modern Air Naval Operations è talmente accurato che diverse agenzie militari e private hanno richiesto una versione professionale. Non solo wargame storici, però: nel catalogo di Slitherine sono presenti diversi videogiochi su licenza Warhammer 40,000 (WH40K Gladius e Sanctus Reach) e Battlestar Galactica (BSG Deadlock, di cui si è appena conclusa la Season One.
L'HQ di Slitherine è vicino a Londra, a Epsom, e abbiamo developer e studi di sviluppo in tutto il mondo - dall'Australia alla Bulgaria, dagli States alla Russia. A Milano opera la Slòitherine italiana (sette persone) in cui ha sede tutto il marketing e le PR a livello globale.
Marco A. Minoli ha cominciato nel 1998 a lavorare nel settore dei videogiochi. Si considera un ambasciatore fedele delle nicchie di mercato: prima dei simulatori di volo, poi di quelli di guida e infine, dal 2007, di wargames e giochi di strategia. Proprio nel 2007 inizia la sua avventura in Slitherine dove ha contribuito a portare i wargames e i giochi di strategia più complessi su piattaforme portatili e sdoganato il prodotto premium su iOS. Dalla sua esperienza in Leader, distributore storico di videogiochi in Italiana, passando poi per Electronic Arts, Warner Bros e Koch Media, Marco continua a credere che le regole del mercato di domani siano ancora da scoprire. Gestisce un team tutto internazionale di marketing e vendite direttamente dall’Italia e continua ad ostinarsi a portare la cravatta in un settore popolato di magliette geek.
Paolo Paglianti ha iniziato a scrivere di videogame il secolo scorso, nel 1989, e gli è piaciuto così tanto che non ha più smesso. Ha iniziato a scrivere sulla mitica rivista Kappa ed è stato caporedattore e direttore delle riviste di videogame più diffuse e vendute in Italia (tra cui ZETA, Giochi per il Mio Computer, X-Box Ufficiale). Nel 2018 ha deciso di scoprire come si fanno i videogame che ha giocato (e criticato) per cinque lustri, ed si è unito all'ufficio italiano di Slitherine come PR globale. Il fatto che abbia una passione insana per i wargame su PC e che sia stato sette volte campione italiano di wargame "tabletop" (con i "soldatini) e tre volte campione del Mondo è totalmente casuale.
Software and Game Design round 2 of the Imagine Cup 2012 and their great presentations! Watch the best of IC teams!
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Uploaded By: MSPSMT Robert Staniucha
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.
VFS Game Design's Pitch & Play is a chance for graduating students to showcase their final projects to an industry audience on the lookout for hot young talent.
Find out more about VFS's one-year Game Design program at vfs.com/gamedesign.
Taken during the opening of the playful Tweetakt exhibition, which I was lucky enough to curate: whatsthehubbub.nl/blog/2011/03/come-over-and-play-at-twee...
Il 13 giugno 2019, gli studenti del Master of Arts in Game Design dell'Università IULM hanno presentato i loro progetti finali a due ospiti di eccezione: Marco Minoli e Paolo Paglianti di Slitherine Software.
Slitherine LTD è un publisher di videogame britannico nato dalla passione dei suoi soci fondatori, JD e Iain McNeil, per la storia e le simulazioni militari, all'inizio degli anni 2000. Il rapido successo nella nicchia di mercato degli strategici ha permesso a Slitherine di acquisire nel 2008 l'americana Matrix Games, altro publisher dedito esclusivamente ai giochi di strategia. Nel catalogo di Slitherine/Matrix sono presenti solo strategici: dozzine di wargame ambientati in ogni periodo storico, dall'antica Roma (Field of Glory II) alle guerre rinascimentali europee (Pike and Shoot), dal medioevo giapponese (Sengoku Jidai) alla Guerra Civile americana (Gettysburg). Moltissimi i titoli ambientati durante la Seconda Guerra Mondiale (Panzer Corps, che ha venduto finora oltre un milione di copie, l'intera saga di Close Combat, Order of Battle). l simulatore di guerra navale moderna, Command Modern Air Naval Operations è talmente accurato che diverse agenzie militari e private hanno richiesto una versione professionale. Non solo wargame storici, però: nel catalogo di Slitherine sono presenti diversi videogiochi su licenza Warhammer 40,000 (WH40K Gladius e Sanctus Reach) e Battlestar Galactica (BSG Deadlock, di cui si è appena conclusa la Season One.
L'HQ di Slitherine è vicino a Londra, a Epsom, e abbiamo developer e studi di sviluppo in tutto il mondo - dall'Australia alla Bulgaria, dagli States alla Russia. A Milano opera la Slòitherine italiana (sette persone) in cui ha sede tutto il marketing e le PR a livello globale.
Marco A. Minoli ha cominciato nel 1998 a lavorare nel settore dei videogiochi. Si considera un ambasciatore fedele delle nicchie di mercato: prima dei simulatori di volo, poi di quelli di guida e infine, dal 2007, di wargames e giochi di strategia. Proprio nel 2007 inizia la sua avventura in Slitherine dove ha contribuito a portare i wargames e i giochi di strategia più complessi su piattaforme portatili e sdoganato il prodotto premium su iOS. Dalla sua esperienza in Leader, distributore storico di videogiochi in Italiana, passando poi per Electronic Arts, Warner Bros e Koch Media, Marco continua a credere che le regole del mercato di domani siano ancora da scoprire. Gestisce un team tutto internazionale di marketing e vendite direttamente dall’Italia e continua ad ostinarsi a portare la cravatta in un settore popolato di magliette geek.
Paolo Paglianti ha iniziato a scrivere di videogame il secolo scorso, nel 1989, e gli è piaciuto così tanto che non ha più smesso. Ha iniziato a scrivere sulla mitica rivista Kappa ed è stato caporedattore e direttore delle riviste di videogame più diffuse e vendute in Italia (tra cui ZETA, Giochi per il Mio Computer, X-Box Ufficiale). Nel 2018 ha deciso di scoprire come si fanno i videogame che ha giocato (e criticato) per cinque lustri, ed si è unito all'ufficio italiano di Slitherine come PR globale. Il fatto che abbia una passione insana per i wargame su PC e che sia stato sette volte campione italiano di wargame "tabletop" (con i "soldatini) e tre volte campione del Mondo è totalmente casuale.
Attendees packed the house for the Game Theory sample class at the Game Design 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
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)
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.
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