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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.
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.
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
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
Players are more likely to win sports competitions if they’ve been feeding their critter well. Players earn game money for winning, which enables additional rewards.
Ferrara, John. 2012. Playful Design. New York: Rosenfeld Media. www.rosenfeldmedia.com/books/game-design/
BLIND & VR: UN POSTMORTEM
Un piccolo studio italiano avvia nel 2014 lo sviluppo di Blind, un’avventura narrativa in realtà virtuale che vedrà la luce nel 2018: dopo quattro anni di sviluppo e otto mesi dall’introduzione sul mercato, il fondatore e game designer Matteo Lana fa il punto della situazione, ripercorrendo le tappe fondamentali del progetto. In questa presentazione, Lana illustra il percorso travagliato tra tecnologie emergenti, imprevisti, successi e “quasi fallimenti", competitor inaspettati e un team di sviluppo a dir poco fluido, per arrivare a rispondere alla domanda che ogni game designer si pone praticamente tutti i giorni: Ne è valsa la pena?
BLIND & VR: UN POSTMORTEM
Un piccolo studio italiano avvia nel 2014 lo sviluppo di Blind, un’avventura narrativa in realtà virtuale che vedrà la luce nel 2018: dopo quattro anni di sviluppo e otto mesi dall’introduzione sul mercato, il fondatore e game designer Matteo Lana fa il punto della situazione, ripercorrendo le tappe fondamentali del progetto. In questa presentazione, Lana illustra il percorso travagliato tra tecnologie emergenti, imprevisti, successi e “quasi fallimenti", competitor inaspettati e un team di sviluppo a dir poco fluido, per arrivare a rispondere alla domanda che ogni game designer si pone praticamente tutti i giorni: Ne è valsa la pena?
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...
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.
From left to right: Laszlo Kunra, Robert Sarosi (founder), Peter Bikki. 1st place on MOME Game Design Awards.
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.
The Globaloria team travelled to Huntsville, Alabama to familiarize new teachers with the Globaloria program, how to implement it in their classrooms, and engage their students on their game design journeys.