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Feral Vector, May 2015. Location: The Birchcliffe Centre, Hebden Bridge, Yorkshire.

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 4: Geometry

Level Design For Unity3d Game with Autodesk Maya

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 4: Geometry

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.

To celebrate Digital Learning Day at Tygarts Valley Middle and High School, Globaloria students invited friends to join them in class, learnt about computer science, game design and coding, and brainstormed ideas for the upcoming games to build.

Filippo Beck Peccoz spielt zu „daWindci“

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...

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.

  

MDDN 243, Introduction to Computer Game Design

Playful is a one-day event all about games and play – in all their manifestations, throughout the contemporary media landscape. It’s a conference for architects, artists, designers, developers, geeks, gurus, gamers, tinkerers, thinkerers, bloggers, joggers, and philosophers. We look at what PLAY means both creatively and culturally, and put speakers on the stage who offer different perspectives on where we are currently, where we’ve been, and where we’re going. We want people walking away talking about the nature of games…what they mean to different people inside, on the periphery, outside or miles away from the industry.

 

Foto: Viktor Braga

 

Feral Vector, May 2015. Location: The Birchcliffe Centre, Hebden Bridge, Yorkshire.

Feral Vector, May 2015. Location: The Birchcliffe Centre, Hebden Bridge, Yorkshire.

Feral Vector, May 2015. Location: The Birchcliffe Centre, Hebden Bridge, Yorkshire.

Feral Vector, May 2015. Location: The Birchcliffe Centre, Hebden Bridge, Yorkshire.

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.

To celebrate Digital Learning Day at Tygarts Valley Middle and High School, Globaloria students invited friends to join them in class, learnt about computer science, game design and coding, and brainstormed ideas for the upcoming games to build.

Playful is a one-day event all about games and play – in all their manifestations, throughout the contemporary media landscape. It’s a conference for architects, artists, designers, developers, geeks, gurus, gamers, tinkerers, thinkerers, bloggers, joggers, and philosophers. We look at what PLAY means both creatively and culturally, and put speakers on the stage who offer different perspectives on where we are currently, where we’ve been, and where we’re going. We want people walking away talking about the nature of games…what they mean to different people inside, on the periphery, outside or miles away from the industry.

 

Eddie tries to beat the machine in Game Over. Nice try.

One Button Bob cleverly demonstrates how lots of different actions can be mapped to a single button. Here the player flies by tapping quickly.

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

Brief: to design a video game set on a desert island, to include a building and signage.

 

This is my final storyboard showing the gameplay of the video game. I chose a puzzle theme.

 

Most of the images were traced from photos found online or in catalogues. They were then coloured with marker pens and reduced in size to make the colours more intense.

Graduierungsfeier März 2013 an der MD.H. Frau Müller-Bierbaum (Karriereservice) überließ in der Planung und in der Regier auf den Leinwänden nichts dem Zufall.

An early paper prototype of Fitter Critters. Many elements changed, but the core message (shown here at upper left) remained constant throughout.

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

Brief: to design a video game set on a desert island, to include a building and signage.

 

This is my design for the game cover. The front was a composite created from my own sketches that scanned in, and then overlaid with colours and textures in Photoshop. The back features some of the images I used on the storyboard as images from the game.

 

Created in Photoshop CS5.

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,

 

GEMMA FANTACCI presented HACKTHECUBE:

gamedesign.university/hack-the-cube

 

The finished projects will be presented to the general public at GAME SHOW on Friday October 12, 2016 at IULM University.

 

www.gamedesign.university

Four cards from my first prototype version of Codename: Vacuum with iconography but no art.

To celebrate Digital Learning Day at Tygarts Valley Middle and High School, Globaloria students invited friends to join them in class, learnt about computer science, game design and coding, and brainstormed ideas for the upcoming games to build.

A tribute to Breaking Bad

Keep making parodies with Rolling Legend's style

 

Graphic software: Illustrator CS5

Tools: pen tool, hand-drawn textures, gradients

Drawn by me for Rolling Legend

Designed and produced by CRYsoft Development

  

Graduierungsfeier März 2013 an der MD.H. DerKanzler Arnim Zubke beendet die Feier.

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