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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

Tijmen managed to shoot nine photos in five minutes. Nicely done! See how Kars did: www.flickr.com/photos/kaeru/3795260596/

Level Design For Unity3d Game with Autodesk Maya

On November 27 2019, game designer Pietro Polsinelli led a workshop on merging storytelling principles and game design tools for the students of the Master of Arts in Game Design at IULM University. The workshop took place at Cascina Moncucco during GAME CONTEXTS, one of the Program’s core courses. It was also open to all alumni of the M.A. Program.

 

When defining the narrative of a game, even at the concept level, it is useful to write down short characters bios, articulate the game's background universe, outline the possible endings and so on. Writing a sample dialogue or textual introduction can reveal several hidden or undefined features required and how they should interact with the game mechanics. Polsinelli will illustrate the development of the recent Football Drama, and how that process was expanded for his next project, Roller Drama concept design, pointing out some specific concepts needed when making narratives and mechanics interact. Students will work together with Pietro to add narrative background research and mechanics to their projects.

 

Pietro Polsinelli is a game designer and developer, mostly working on applied (a.k.a. educational) games. He co-authored a book on applied games in Italian and is currently writing a book on applied games (in English) titled Explaining With Games.

 

gamedesign.university

Graduierungsfeier März 2013 an der MD.H.

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?

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?

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

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.

 

The cover of the video game can be seen at the bottom.

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

Level Design For Unity3d Game with Autodesk Maya

Drawing, homework, working on scholarship applications, and being interviewed for ARTLAB+'s blog are what's happening at this table today.

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.

Foto: Viktor Braga

 

Our Minnesota transforms the museum experience into a virtual adventure, where players traverse the state and interact with characters integrated into the exhibit.

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

Level Design For Unity3d Game with Autodesk Maya

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.

the curmudgeon panel - the moderator had to coach them to stay positive, a bad sign ;)

Foto: Viktor Braga

 

Level Design For Unity3d Game with Autodesk Maya

Mental illnesses are great topics for games.

Advanced Game Design Projects

Graduierungsfeier März 2013 an der MD.H.

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

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