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Photo by: Simon Karlsson


Michaël Samyn è il cofondatore di Tale of Tales, una duo artistico che si è spacciato per oltre dodici anni come studio indipendente di sviluppo di videogiochi durante i quali ha pubblicato otto titoli - The Endless Forest, The Graveyard, The Path, Fatale, Vanitas, Bientôt l'été, Luxuria Superbia e Sunset - accolti in uguale misura con applausi e costernazione. In un certo senso, Michaël odia i videogiochi. Ma ama profondamente il mezzo che utilizzano perché in esso egli vede la possibilità di proseguire la tradizione artistica e culturale che è stata bruscamente interrotta dal modernismo del XX secolo. Con una formazione in graphic design, furniture design, musica, web design, e videogiochi e una passione sfrenata per l’arte classica e l’architettura cristiana, Michaël esplora attualmente la fusione del sacro e del digitale nel primo progetto post-ludico di Tale-of-Tales, Cathedral-in-the-Clouds.

Michaël Samyn is half of Tale of Tales, an artist couple that has been masquerading as an independent game development studio for 12 years during which they published 8 games - The Endless Forest, The Graveyard, The Path, Fatale, Vanitas, Bientôt l'été, Luxuria Superbia and Sunset -, each of which was met with equal measures of applause and consternation. Michaël sort of hates games. But he loves the medium that videogames use because he sees in it the possibility to continue the great tradition of art and culture that was rudely interrupted by the modernism of the 20th century. With a background in graphic design, furniture design, music, web design, and videogames, and a passion for Old Master art and Christian architecture, Michaël currently explores the amalgamation of the sacred and the digital in Tale-of-Tales' first post-games project, Cathedral-in-the-Clouds



For evaluating the students’ work-in-progress during the year, the Program adopts the art school format of weekly critiques: both a faculty member and students will participate in constructive, direct, and open discussions about the state of their project. A GAME CRITIQUE is meant to promote both the creative environment and the intellectual context for experimentation. Students are encouraged to thoughtfully challenge the prevailing conventions of digital gaming (both in terms of form and content), develop new forms, and become innovators in playable design.