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gameblox.net
é... continuar o árduo trabalho, para projeto puzzle!
nós optamos por tomar um novo caminho para o projeto do game puzzle
agora, iremos trabalhar com 3D em algumas coisas do game
we opted to take a new path for the design of this game Puzzle, now, we working with 3D in some things of the game
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,
LAURA CARRERA presented CAN'T YOU SEE IT?
gamedesign.university/cant-u-see-it
The finished projects will be presented to the general public at GAME SHOW on Friday October 12, 2016 at IULM University.
MAY 16 2018/16 MAGGIO 2018
Aula seminari
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
gamedesign.university/marina-rossi
MARINA ROSSI
THE IMPACT OF CURATION
The practice of organising an event transcends the pragmatic aspect of coordinating a team: you are building a new space, and every decision you make should mirror your values. This talk will cover the five-year experience in curating Game Happens, an international festival which proudly presents itself with a manifest and a code of conduct; we need to take full responsibility about the meaning of the artefacts we produce and highlight as creators and curators. In a world fascinated with clicks, likes, and views, we need to focus on the impact of our work.
Marina Rossi is a curator, designer, content creator and producer. She is co-founder and event director at Game Happens, a nonprofit cultural association based in Genoa, Italy focusing on the cultural, social, and artistic impact of games. She is also co-founder at Contralto game collective. With a Master Degree in ITC, she has been part of the game industry since 2009.
muito tempo q eu nao posto, mais é q tava sem desenhar nada, agora to nuum projeto de concept, acredito q muita coisa vá aparecer por aqui, esse ai é uma das coisas q já fiz nesse novo "emprego" hah ahha
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
Coming to understand the culture, religion, and way of life of a hypothetical people in Riven.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
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 "Origami Fishing" by Emily Wong
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.
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!
Amber Oliver, VP of Globaloria, visited Jefferson Middle School Academy in Washington, D.C. and had a great time talking with the students of Angel Cintron's 8th Grade class about learning computer science and game design through the Globaloria curriculum and starting their game design journeys.
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.
This was one of those crazy Japanese games that focuses on abstract interactions and sounds over linear gameplay. It was very cool.
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.
GIACOMO PETTINATO presented SKETCHED OUT
gamedesign.university/sketched-out
It was a showcase of creativity, ingenuity, and craft,
The finished projects will be presented to the general public at GAME SHOW on Friday October 12, 2016 at IULM University.
Ovi Hondru is an illustrator represented by Advocate Art Agency. If you would like to see more of their work please take a look on the Advocate Art website.
In Civilization V, history is a game.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
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 design for Game Design Project. Rendered with mental ray, and touched up in photoshop.
We know Shela is a sheep janitor by day, but what secret life does she lead at night? Conspiring with aliens to take over the world? Double agent for the Ovis Aries cult? Sumo Wrestler? You'll have to play the game to find out.
Master of Arts in Game Design
IULM University
June 27 2018
gamedesign.university
Games User Research: How to avoid the designer's facepalm
Designers have to tell in advance how gamers will comprehend, feel and interact with their games in order to craft successful gaming experiences and avoid frustration, doubts or uncertainty. And since user testing is a powerful tool to verify designers' intents and predictions, Games User Research is a powerful ally. In this workshop, I will show how the science of user testing made your favorite games perfect and I will provide attendees with takeaways they can use to improve their own projects.
Short Bio
Pietro Guardini is an independent Games User Researcher with a PhD in Experimental Psychology and 19 years of research experience. He started doing research on Human-Computer Interaction in 1999 in the academy and later he entered the gaming industry by introducing User Research activity in Milestone – the major videogame studio in Italy – and by supporting Management, Design and Marketing departments with research and testing on 20+ published titles. More recently he founded StopGuessing.it and today he assists several studios in developing their best gaming experience. He had the pleasure to present his work in several publications and talks, including the Game Developers Conference.
For more info:
gamedesign.university
Il 19 giugno 2019, gli studenti del Master of Arts in Game Design dell'Università IULM hanno presentato i loro progetti finali a un ospite di eccezione, Stefano Cozzi, di Ignition Software.
Stefano Cozzi si è unito a Riot Games nel maggio 2015 e fino al 2018 ha ricoperto la carica di responsabile alla guida del Publishing Team Europeo, occupandosi dell'Italia e di altre 15 nazioni in Europa. Ha iniziato la sua carriera nel 2005 a Milano, lavorando presso Digital Bros e da allora ha sempre lavorato nel settore gaming, spostandosi per l'Europa. Ha ricoperto la carica di Community Manager per diversi titoli AAA, come Warhammer Online Age of Reckoning (Dublino, GOA Games), World of Warcraft, Hearthstone, Diablo III, StarCraft II e Heroes of the Storm (Parigi, Activision Blizzard). Dopo dieci anni a Dublino, in Irlanda è rientrato a Milano e lavora per il publisher videoludico Ignition.
Lecturer at university of Lingue e Scienze della Comunicazione di Milano (IULM) and an expert in Publishing and Community Management with over 12 years of experience abroad in Activision Blizzard (World of Warcraft, StarCraft II, Hearthstone, Diablo 3, Heroes of the Storm) and Riot Games (League of Legends), where his work consisted of creating and raising the performance of teams composed of professionals in the sector, as well as directly managing relationships with communities and influencers, with a particular emphasis on building communities and interactions directly between the developers and the public
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!