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Whereas a leveling system provides a periodic payoff (left), items that players can purchase to customize their experience allow access to a steady flow of rewards (right).
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-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
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.
The Globaloria team travelled to Houston, TX to familiarize new teachers with the Globaloria program, how to implement it in their classrooms, and engage their students on their game design journeys.
On July 20, 2018, the students of the 1st Edition of the Master of Arts in Game Design presented their final projects to their peers and faculty.
It was a showcase of creativity, ingenuity, and craft,
EDOARDO TASSI presented HALF-TRUE:
gamedesign.university/halftrue
The finished projects will be presented to the general public at GAME SHOW on Friday October 12, 2016 at IULM University.
Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion
Carved this gargoyle from Plastinia, took his picture from many angles, processed it in Memento, 3ds Max and Photoshop- and Viola! a new gargoyle is born in my virtual world
Scott Lipton, Network Director of Globaloria South/Central, and Valerie Malcomb, Classroom Support Specialist, visited Globaloria classrooms in Huntsville, Alabama, and had a great time engaging with the educators and students on their journeys to learning computer science, game design and developing digital literacy skills. Photo taken at Bumpus Middle School, Hoover City Schools.
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
On July 20, 2018, the students of the 1st Edition of the Master of Arts in Game Design presented their final projects to their peers and faculty.
It was a showcase of creativity, ingenuity, and craft,
PETER MAVROVIEV presented UNWHOLE
The finished projects will be presented to the general public at GAME SHOW on Friday October 12, 2016 at IULM University.
Scott Lipton, Network Director of Globaloria South/Central, and Valerie Malcomb, Classroom Support Specialist, visited Globaloria classrooms in Huntsville, Alabama, and had a great time engaging with the educators and students on their journeys to learning computer science, game design and developing digital literacy skills. Photo taken at Chapman P-8, Huntsville City Schools.
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
Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion
Visit the website: www.vermintide.com
Follow us on Twitter: www.twitter.com/vermintidegame
Like us on Facebook: www.facebook.com/vermintide
Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion
Foto: Johannes Dietschi © Hochschulkommunikation ZHdK. Freie Verwendung im Rahmen von Ankündigung und Berichterstattung zur Produktion
Come Out & Play SF Festival and Exhibition 2012 games being played at a preview at Sunday Streets in the Excelsior neighborhood
Photo by Jackie Haasa
Game is "Sloth Chase" by Albert Kong & Eric Rubin
One week into my build in Unity 3D. No shadows or fog yet, and custom trees are still on the way. Stay tuned...
Foto von Jan Kraus
An unserem Code&Play Stand konnte an drei Tagen ein buntes Workshop-Angebot wahrgenommen werden. Mit dabei waren:
senseBox, Junge Tüftler, NaWiTex-Schülerlabor, Technologiestiftung Berlin, Open Knowledge Foundation, Infosphere Aachen, Coder Dojos, Creative Gaming und das Game Science Center!
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 Plants vs. Zombies, players need to decide which are the best items to use at a given moment because only so many can be placed at one time.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
Creatures in Monochrome - combining beast & being. Illustrated from scratch, a great tutorial for beginners to learn how to combine the features of various reference images.
Visit: mages.edu.sg/