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Paolo Tajé sviluppa videogiochi da oltre quindici anni. Dopo aver ottenuto una Laurea nel 2008 presso il Politecnico di Milano in Ingegneria Informatica, Paolo ha trasformato la sua passione in carriera, lavorando come programmatore per diverse software house italiane, creando giochi per Nintendo Wii, DS, Apple iPhone e PC. Come sviluppatore indipendente, ha prodotto diversi giochi freeware e ha partecipato a diversi game jam in Italia e in Europa. Con lo studio Bloody Monkey ha rilasciato Pablo Cavarez, un puzzle game per piattaforme mobili. Ha collaborato con Santa Ragione su giochi pluripremiati come MirrorMoon EP e FOTONICA. Paolo è stato docente di creazione di concept e prototipazione di giochi con Unity al Politecnico di Milano, Civica Scuola di Cinema di Milano e Digital Bros Game Academy.

Paolo Tajé has been developing games for more than fifteen years. After graduating in 2008 from Politecnico di Milano in Computer Engineering, Paolo made his passion into a career, working as a programmer for several Italian software houses, creating games for the Nintendo Wii, the DS, the Apple iPhone, and PC. As an indie developer, he produced several freeware games and participated in several game jams in Italy and in Europe. With Bloody Monkey studio, he released Pablo Cavarez, a puzzle game for the mobile platforms. He collaborated with Santa Ragione on award-winning games such as MirrorMoon EP and FOTONICA. Paolo has been a lecturer in game concept creation and game prototyping with Unity at Politecnico di Milano, Civica Scuola di Cinema di Milano, and Digital Bros Game Academy. 


COURSE: GAME STUDIO (2019-2020; 2018-2019; 2017-2018)

GAME STUDIO provides students with a set of materials, tools, libraries, frameworks, engines, interfaces, and instruments to create games, both analog and digital. Among the digital tools that will be explored are Processing (a great tool for learning the fundamentals of programming, free and open source) and Unity 3D, the most popular engine for game making. This course also involves a ‘rapid prototyping’ phase, wherein developers work feverishly to implement a large number of small ideas to test their potential before embarking on the more rigid and costly processes involved in full production. Several famous games in history began with a minimalistic prototype created in less than a week.  is an intensive course which aims to build up a student’s repertoire of fast-prototyping skills and provide the student with invaluable experience in starting and finishing games. Each prototype will be confined within a conceptual theme and/or within unique technical constraints. Beyond simply learning to program, students in this class will explore models and algorithms useful for developing games. Students acquire practical skills by building gameplay experiences through a series of short-cycle exercises.