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Hypercards designed by Douglas Edric Stanley as part of the Work+Play project at the Atelier Hypermédia. These cards are a 0.2 iteration of a series of playing cards designed by Antonin Forneau and Douglas Edric Stanley for Eniarof.
Globaloria students Brittany Arbogast (Tygarts Valley High School, WV) and Jennifer Carceres (The Young Women's Leadership School of Astoria (TYWLSA), NY) are recipients of the ESA LOFT Video Game Innovation Fellowship for their games created in Globaloria classes. They were given the opportunity to present their games to policy makers, STEM innovators, game designers and media in Washington, D.C. and were awarded innovation grants to continue developing their games. 2013 Recipients from Globaloria, Daniela Leguisamo and Geraldine Agredo (TYWLSA, NY), joined the celebration and events in D.C. as well.
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.
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.
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/
Seriously, can I have this?
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
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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...
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.
Interactive design and game development chair Brenda Brathwaite demonstrates her award-winning game Train to guests at the DMC opening.
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.