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11 Day Challenge. Part of the 11 day challenge series. You have 11 days to create a full-beta custom map.
Level Design is for L4D2 Scavenge and Survival modes.
Day 5: Texturing
In the process of playing The Incredible Machine, players learn a lot about basic physics, including the laws of motion, gravity, and energy.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
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!
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
Explore how to create different textures on simple shapes and forms. Created to strengthen the foundation of beginners by studying basic geometry and colors.
Visit: mages.edu.sg/
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!
MAY 31 2018/31 MAGGIO 2018
Aula seminari 6:00 - 7:00 pm (18:00 - 19:00)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
AN EVENT PRESENTED BY THE MASTER OF ARTS IN GAME DESIGN AT IULM UNIVERSITY
FOCI + LOCI
TOPOS
Topos is a long-term WIP and a game art performance combining a two-channel video projection of artist-built game spaces. The piece examines the cultural shift from the mechanized, topographic 20th century to the topological experience of the digital era through virtual, kinetic portraits. Subjects will include modernist artists concerned with time and movement such as F.T. Marinetti, Claude Cahun, Scott Joplin and others. Navigating custom game spaces in real time, the performers will explore the grand shift from the physical to the virtual.
foci + loci evolved through a fascination with the malleability of virtual space paired with an interest in electroacoustic improvisation leading the duo (Chris Burke and Tamara Yadao) to design spaces that could be “played” as instruments. foci + loci received a NYSCA grant for 2013 to develop their full scale game art performance installation ‘Bal(l)ade’. Tamara received an American Composers' Forum grant in 2015 commissioning the music for foci + loci's "Another Kind of Spiral" which premiered at Cluster Festival in Winnipeg with a performance at Centre Georges Pompidou following soon after. Other performances and exhibits include GAME VIDEO/ART. A SURVEY an official exhibition of the 21st Triennale of Milan, Vector Festival in Toronto, Babycastles, The Stone, and Joe's Pub in NYC.
The Checkered Game of Life carried a message about the merits of a virtuous life.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
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
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!
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
Palestra ministrada na UFRGS por Cássio Lemos, Thiago Rocha e eu.
Meia-lua pra frente e soco: experiências no desenvolvimento de jogos.
09/11/2010
side view/concept notes to go along with this sketch: www.flickr.com/photos/goj/5264810992/in/photostream/
phase one kinda sorta turned out like this: www.flickr.com/photos/goj/5264811048/in/photostream/
This exhibition provides a unique insight into the design process behind a selection of groundbreaking contemporary videogames. Design work, including concept art and prototypes, feature alongside large-scale immersive installations and interactives.
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!
The user interface in The Sims encourages players to construct rich projective identities.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/