View allAll Photos Tagged gamedesign

swissnex San Francisco and Prohelvetia, the Swiss Arts Council, support the presence of Swiss game designers every year in San Francisco during the Game Developer's Conference (GDC).

To say that our two third graders were messy in building chess sets is to do a disservice to mess-makers.

Frank Lantz, director of the NYU Game Lab and deep thinker about games, makes the case for eSports, which have transformed digital games into a massively popular spectator sport, as a valuable social impact tool. Photo Credit: Gabi Porter

Sacred Heart University's School of Computer Science & Engineering participated in the annual Fairfield County Global Game Jam at Stamford's Ferguson Library on January 25-27, 2019. Photo by Mark F. Conrad

  

Taken during the Playing with Rules workshop we ran with Hubbub at Mozilla Festival. Participants were asked to modify the rules of Parcheesi so that it would convey something about a social issue.

Students from the Department of Media and Information received awards and scholarships recognizing their achievements in various programs. 4/6/2017. Photo Credit: Savannah Swix/ComArtSci-MSU.

Students from the Department of Media and Information received awards and scholarships recognizing their achievements in various programs. 4/6/2017. Photo Credit: Savannah Swix/ComArtSci-MSU.

Projektphase Sommersemester 2012 an der MD.H München.

Feb. 19, 2013 - State Farm's Amelia Folkes presented two grants:

 

East Austin College Prep was awarded a $25,000 grant for the Teen Driver Safety Service Learning Project. This year they will work on projects in Globaloria Game Design Program.

 

Southwest Key was awarded a $15,000 grant to support adult Financial Literacy training through East Austin Children's Promise.

 

Photo: Laura Dutelle

When he misses a chance to bid for better lips, Tauel remembers he needs to write a few comments for the game designers!

Item drops use reinforcement schedules to increase the likelihood that players will revisit specific places frequently.

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Rogues Leaders: the story of lucasarts

Clay Modeling im ersten Semester, 2012.

Clay Modeling im ersten Semester, 2012.

Seriously, can I have this?

Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/

Projektphase Sommersemester 2012 an der MD.H München.

Primeira desenho finalizado oficial de Hirzel usando um dos 8 mantos sagrados:

A Capa de Sylph, a deusa do vento.

Com esse manto possui um poder especial que ao correr transforma o corpo do usuario em vento.

Isso permite atravessar qualquer tipo de porta que possua orificios pelo qual o vento possa atravessar;

Atravessar fossos ou abismos;

Utilizando em conjunto com o cajado de Iduna eh possivel criar rajadas de vento q servem como boomerang;

Quando o corpo toma forma de vento, nao sofre nenhum dano, exceto algumas magias, especialmente as de gelo. Alem de tornar-se relativamente invisivel, apesar de se sentir e ouvir as rajadas de vento que se formam.

O ponto fraco da capa e que nao pode ser usada molhada (chuva, agua, etc...) e pode ter seus poderes anulados em ambientes frios demais.

Outro ponto fraco eh a vulnerabilidade. Em condicoes normais a capa de Sylph eh a com o menos fator de protecao...

O que acharam da descricao desse primeiro item magico revelado?

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...

Projektphase Sommersemester 2012 an der MD.H München.

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

The Globaloria team travelled to San Jose, California to celebrate the 2014 Globeys Game Design Awards ceremony and award winning students with amazing prizes while conducting training to familiarize new teachers with the Globaloria program, how to implement it in their classrooms, and engage their students on their game design journeys.

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

GAME DESIGN BEYOND SCREENS & JOYSTICKS

 

Keyboards, mice and twin stick pads constitute an overwhelming majority of game controlling devices, while displays and speakers monopolize the rendering ones. Despite its obvious economic and ergonomic virtues, the standardization of physical interfaces closes creative doors and conceals a whole field of possibilities. Beyond screens and joysticks lies a world begging to be explored. There is a marginal but increasing number of games that forges ahead and breaks new ground in various fields from arcades to the ALT CTRL movement, escape rooms and new technologies based games. This talk will call into question the part of the game experience that is happening in the physical space, often taken for granted because based on generic devices and then attempt to chart this new territory with a UX design compass and Human-Machine Interaction's tools.

 

Tatiana Vilela dos Santos is a multi-award winning independent game designer and interactive artist based in Paris, France. All her works are part of her interactive multimedia project MechBird. She studied both game design and contemporary arts. She graduated a Bachelor's degree in Game Design from both public and private schools and obtained a Master's degree in Interactive Multimedia from the Sorbonne university. Since 2010, she designs, develops and builds experimental games based on new technologies or unique interfaces specially made for her games. Most of her games are created in artistic residencies and are meant to be played at events in various venues and not necessarily sold online or in shops. She teaches game and UX design in universities and middle-schools. She regularly speaks at conferences and festivals. All her exhibited works can be find on the website of her interactive multimedia project, MechBird.

My first scene created with Unity3D for a fictional game.

APRIL 18 2018/18 APRILE 2018

Aula seminari

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

 

gamedesign.university/andrea-babich

 

ANDREA BABICH

WHEN MARIO MEETS RABBIDS

 

How a little studio in Milano convinced Ubisoft and Nintendo that developing a turn based strategy mashup between the Super Mario characters and the Rabbids was a good idea. And how Mario+Rabbids: Kingdom Battle became a surprise hit with both the public and the critics. The definitive feel good game development story.

Andrea Babich is Lead Narrative Designer for Mario+Rabbids: Kingdom Battle at Ubisoft Italy. With Fabio Bortolotti, he hosts the leading Italian retrogaming Twitch channel. Moreover, he's a chiptune composer and an occasional ROM modder. Andrea received his B.A. in Communication Sciences at the University of Bologna with a Thesis on retrogaming. Before joining Ubisoft, he worked for almost a decade as a video game journalist. He is the author of the first academic book on Nintendo's most famous character, I mondi di Super Mario: Azioni, Interazioni & Esplorazioni (Ludologica, 2003) published in Italy. Babich lives and works in Milan.

Character- und Gamedesign mit Scratch

Photo: Laura Dutelle

JUNE 20 2018

AAA Collective

ACID GAMES

gamedesign.university/aaa-collective

 

In this talk, four members of the collective AAA (Merle Leufgen, Gabriel Helfenstein, Troy Duguid, and Jessica Palmer) will present their work and reflect on their collaborative practices which intent to propose an alternative to the often accepted thinking that the way we live and organize society is the only possible way. The aim of the talk will be to show how games and collaborative exchange in game development can help break the inertia resulting from the perceived lack of possibles disrupting the current status quo - in our everyday lives as well as in the production of art.NY DSC

gamedesign.university/elliott-kemenczy

 

FEBRUARY 27 2019/27 FEBBRAIO 2019

18:00 - 19:00

Room 135/Aula 135 (terzo piano)

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

 

Indie studio Cardboard Computer drew up a simple outline for their magical realist adventure game Kentucky Route Zero, but over the nearly 8-year development process they found themselves lost in a twisty maze of passages, all different. In this Kentucky Route Zero postmortem, Cardboard Computer co-founders Jake Elliott and Tamas Kemenczy will lead a guided tour back through these electronic tunnels and nocturnal highways, paying special attention to the little detours and dead-end tunnels.

Jake Elliott is co-founder of Cardboard Computer, where he is a writer, programmer, and designer on the game Kentucky Route Zero. His work is characterized by playful text, reflective pacing, and human-scale drama. He has taught videogame design, programming, and experimental animation at The School of the Art Institute of Chicago, DePaul University and Northwestern University. He lives in central Kentucky.

Mais um estudo da Kiwii desta vez usando um arco e flecha.

Mais um dos meus desenhos feitos na madrugada de insonia e q ficou mais legal q o esperado.. depoisfoi so colorir com Copic e dar um limpada no fotoxopis!

:D

MDDN 243, Introduction to Computer Game Design

1 2 ••• 32 33 35 37 38 ••• 79 80