Contact Us

Use the form on the right to contact us.

You can edit the text in this area, and change where the contact form on the right submits to, by entering edit mode using the modes on the bottom right. 

         

123 Street Avenue, City Town, 99999

(123) 555-6789

email@address.com

 

You can set your address, phone number, email and site description in the settings tab.
Link to read me page with more information.

NEWS

Filtering by Tag: game design

EVENT: MARIO VON RICKEBACH (MAY 6 2021)

COLL.EO

MARIO VON RICKENBACH.png

MAY 6 2021/6 MAGGIO 2021

17:00 - 18:00

Online event

Università IULM, Via Carlo Bo, 1 20143 Milan

INTERACTIVE ANIMATION

LANGUAGE: ENGLISH

Mario von Rickenbach designs and develops games with a focus on visually-driven interaction. His approach emphasizes the intuitive physicality of interactions over deep and challenging game mechanics. In this talk, Mario will give some insights into different aspects of making his most celebrated projects, with a focus on interactive animation. He will share with the audience a series of insights about inspirations, techniques, design approaches, and the unpredictable reality of releasing his projects on commercial video game distribution channels.

Mario von Rickenbach is a Swiss game designer and developer. His award-winning works include the games KIDS, Plug & Play, Mirage, Krautscape, Dreii and Rakete. He studied game design at the University of the Arts in Zurich and co-founded Playables, a production company for peculiar projects. Next to his creative practice, he’s teaching interaction design at the University of Art and Design in Lausanne (ECAL).


ANIMAZIONE INTERATTIVA

LINGUA: INGLESE

Mario von Rickenbach progetta e sviluppa videogiochi caratterizzati da una peculiare interazione visiva. L'artista e designer svizzero esplora la fisicità intuitiva dell'interazione anziché sviluppare meccaniche di gioco elaborate e impegnative. Mario illustrerà i principi guida che informano la creazione delle sue opere più famose, descrivendo, in particolare, la nozione di animazione interattiva. Condividerà ispirazioni, tecniche, approcci progettuali e offrirà consigli legati ai — sempre più imprevedibili e dinamici — canali di distribuzione.

Mario von Rickenbach è un game designer e sviluppatore svizzero. Tra le sue opere spiccano i pluripremiati videogiochi KIDS, Plug & Play, Mirage, Krautscape, Dreii e Rakete. Ha studiato game design all'Università delle Arti di Zurigo e ha co-fondato Playables, uno studio di produzione per progetti fuori dagli schemi. Oltre alla sua pratica creativa, insegna Interaction Design all'Università di Arte e Design di Losanna (ECAL).

EVENT: STEFANO GUALENI (APRIL 29 2021)

COLL.EO

APRIL 29 2021/29 APRILE 2021

17:00 - 18:00

Online event

Università IULM, Via Carlo Bo, 1, 20143 Milan

LUDIC UNRELIABILITY AND DECEPTIVE DESIGN

LANGUAGE: ENGLISH

Drawing from narratology and design studies, Stefano Gualeni will introduce the ideas of the “implied designer” and “ludic unreliability”. Those two fundamental notions will then be leveraged to present the idea of “deceptive game design”, a subset of the wider category of transgressive game design. In this talk, Gualeni will discuss deceptive design not only understood as an intentionally manipulative practice, but also as one that aims to provoke specific experiential and emotional responses that are in the interest of players. Several examples and strategies for deceptive design will be examined during the talk, which will conclude with the proposition of a taxonomy for deceptive design decisions on the basis of their shared qualities (overt, covert, ludic, and paraludic).

Stefano Gualeni (Ph.D.) is a philosopher who designs digital games and a game designer who is passionate about philosophy. He is an Associate Professor at the Institute of Digital Games (University of Malta), and a Visiting Professor at the Laguna College of Art and Design (LCAD) in Laguna Beach, California. Among his most relevant publications are the two books Virtual Worlds as Philosophical Tools (Palgrave, 2015), and Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds (Palgrave Pivot, 2020, with Daniel Vella).


L’INAFFIDABILITÀ LUDICA E IL DESIGN INGANNEVOLE

LINGUA: INGLESE

Attingendo alla narratologia e agli studi progettuali, Stefano Gualeni introduce le nozioni di “Designer implicito” e “inaffidabilità ludica”. Queste due nozioni chiave saranno utilizzate per presentare l’idea di “game design ingannevole”, un sottoinsieme della più ampia categoria di game design trasgressivo. In questo intervento Gualeni discuterà del design ingannevole non solo inteso come una pratica deliberatamente manipolativa, ma anche come una strategia che mira a provocare specifiche esperienze esperienziali e risposte emotive che sono nell’interesse dei giocatori. Verranno presentati vari esempi di design ingannevole e una tassonomia delle decisioni progettuali ingannevoli sulla base delle loro qualità condivise (esplicite, implicite, ludiche e paraludiche).

Stefano Gualeni (Ph.D.) è un filosofo che progetta giochi digitali e un game designer appassionato di filosofia. È Professore Associato presso l’Institute of Digital Games (Università di Malta) e Visiting Professor presso il Laguna College of Art and Design (LCAD) a Laguna Beach, in California. Tra le sue pubblicazioni più rilevanti spiccano i volumi Virtual Worlds as Philosophical Tools (Palgrave, 2015) e Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds (Palgrave Pivot, 2020, con Daniel Vella)

CALL FOR APPLICATIONS: WORLD AT PLAY SUMMER SCHOOL (JUNE 21-26 2021)

COLL.EO

PRESS RELEASE

The WORLD AT PLAY summer school is a part of a Voluptas research project into the intersection between game design, architecture and ludic pedagogy.


“And on the seventh day God ended His work which He had done, and He rested on the seventh day from all His work which He had done”

(Bible, Genesis 2:2-3, New King James Version)

This summer school proposes the makings of a new cosmogony: the creation of a playable world in one week. Then we rest.

A limited number of students from different backgrounds (architecture, game design, programming, art, philosophy) will come together to build the genesis of a playable digital world. The elemental ingredients of this world will be provided by the architecture projects produced by the Voluptas design studio: their spaces, mechanics, images and desires.

For one week, the team will evolve towards the common goal by drawing from their specific strengths and individual learning backgrounds, tutored by Pippin BarrAndri Gerber  and Francisco Moura Veiga.

Starting with a first day of theoretical input by the Voluptas chair,  Tracy FullertonBob SumnerEmily Short, and Stefano Gualeni students will gain an overview of the week‘s processes and the end goal. the week will continue with a series of daily exercises and discussions with the tutors feeding into the creation of the world. On the last day, the playable world will be presented to a group of architects, game designers, and artists.

Send your applications (a short portfolio and letter of motivation of maximum 4 MB) to Francisco Moura Veiga at veiga@arch.ethz.ch.

Voluptas
Voluptas is the euphoric daughter of its time—the intoxicating offspring of measure and spirit. Amending the millenary Vitruvian ordinances of firmitas, utilitas and venustas, Voluptas initiates a transversal investigation on contemporary issues and sets combinatory dynamics as the channel of proliferating singularities. Its looping trajectory toward a saturation of problem settings aims at the empirical emanation of an alternative view of the urban condition. Enforcing desire as its prevalent agent, Voluptas is the elegiac display of residual energy.

It is the Charbonnet/Heiz design chair at the D-ARCH of the ETH Zurich.

Read more at WORD AT PLAY

EVENT: GAME TALK: MARCO BENÔIT CARBONE, RICCARDO FASSONE (2 DICEMBRE 2020, ONLINE)

COLL.EO

QUALI SONO I VIDEOGIOCHI MADE IN ITALY? E CHE IMMAGINE RESTITUISCONO DELL’ITALIA? IN QUESTO GAME TALK, MARCO BENÔIT CARBONE E RICCARDO FASSONE PRESENTANO UNA PANORAMICA DEL VIDEOGIOCO ITALICO.

Il videogame nel Belpaese esprime caratteri di cultura nazionale tanto nelle produzioni nostrane quanto nell’adattamento e nella ricezione culturale dei prodotti esteri. Nel recente volume antologico IL VIDEOGIOCO IN ITALIA. Storie, Rappresentazioni, Contesti curato da Marco Benoît Carbone e Riccardo Fassone per Mimesis Edizioninumerosi ricercatori italiani e internazionali esaminano la fruizione e la produzione italiana di videogame, la rappresentazione del nostro paese, le relazioni tra giochi, fumetti, cinema, sport e brand nazionali, le comunità di giocatrici, critici e studiose nonché il crescente riconoscimento istituzionale del medium come veicolo per la promozione del patrimonio storico-culturale.

In questo GAME TALKMarco Benoît Carbone e Riccardo Fassone discutono alcuni aspetti peculiare del "videogame italiano". In cosa consiste l’italianità del videogame, per parafrasare Roland Barthes?

Marco Benoît Carbone è Lecturer alla Brunel University, London. Per Mimesis ha scritto Tentacle erotica. Orrore, seduzione, immaginari pornografici (2013). È fondatore e redattore della rivista “GAME” e redattore di “JICMS – Journal of Italian Cinema & Media Studies”.

Riccardo Fassone è ricercatore all’Università degli Studi di Torino. Ha pubblicato due monografie, Every Game is an Island. Ending and Extremities in Video Games (2017) e Cinema e videogiochi (2017). È fondatore e redattore della rivista “GAME”. Realizza giochi con il collettivo Dotventi.

Il video integrale è disponibile qui.

Curati dal Master of Arts in Game Design dell’Università IULM, i GAME TALKS sono presentazioni, performance e seminari che celebrano la cultura, arte e creatività dei videogiochi e dei loro creatori. Situati all’intersezione tra game design, Game Art e game studies, i GAME TALKS mirano a stimolare, ispirare e sorprendere

NEWS: MEET OUR FACULTY: MARE SHEPPARD (ACADEMIC YEAR 2020-2021)

COLL.EO

WE’RE DELIGHTED TO PRESENT A SHORT VIDEO CHAT WITH PROFESSOR MARE SHEPPARD, A TALENTED GAME DESIGNER WHO TEACHES GAME CONTEXTS IN OUR PROGRAM.

Mare Sheppard is one half of Metanet Software Inc., a boutique game developer based in Montreal, Canada that produced the acclaimed N, N+ and N++. Metanet is focused on revisiting the great designs of the past and re-evaluating them from a fresh perspective, making games which are engaging, innovative, intriguing and most importantly: fun. Mare finds a lot of inspiration in print, industrial design, architecture and fashion, and her goal is to incorporate more of those ideas into games, and to continue to explore and expand the medium.

GAME CONTEXTS examines the cultural and artistic relevance of play and discusses key traits of games, surveying the emergent and interdisciplinary approaches to the understanding of video games. Particular attention is paid to integrating knowledge and design approaches from other creative and critical fields, such as game studies, cultural studies, media studies, and contemporary art. Pivotal to the module is the process of helping students develop strategies to explore these approaches for the development and production of their own work. Special attention will be devoted to applying various principles of game design to the games discussed in class, and on how game design as a discipline interacts with changes in design and culture altogether. Each week during, the instructor will introduce and discuss several games. Students will be required to familiarize themselves with the games and contribute to the discussion. The themes explored in class will subsequently be used for development goals.

make games that matter

NEWS: JUST DON'T CALL IT A "GAME DESIGN MANIFESTO"

COLL.EO

“DADA. FLUXUS. SITUATIONIST INTERNATIONAL. THE NEW GAMES MOVEMENT.”

Paolo Pedercini aka Molleindustria recently shared a list of essential info that every game designer should know. More than a manifesto - and certainly not a laundry list - this collection of insights from hundreds of game designers from all over the world is like an endless source of renewable energy.

Paolo Pedercini at the Microgames Workshop on November 13, 2019 at IULM University (Photo: Matteo Bittanti)

Paolo Pedercini at the Microgames Workshop on November 13, 2019 at IULM University (Photo: Matteo Bittanti)

EVENT: LORENZO REDAELLI'S FROM ZERO TO GAME TALK (DECEMBER 11 2019)

COLL.EO

LORENZO REDAELLI(1).png

On December 11 2019, Lorenzo Redaelli will discuss his strategy for turning concepts into playable prototypes for the students of the Master of Arts in Game Design at IULM University. The event takes place at Cascina Moncucco during GAME CONTEXTS, one of the Program’s core courses. It is also open to all alumni of the M.A. Program (to enroll, please RSVP at least three days in advance).

How can you design a successful video game without prior game design experience? Lorenzo Radaelli, an alumnus of the M.A. in Game Design at IULM, discusses his design philosophy through a detailed postmortem of Milky Way Prince: The Vampire Star, a first-person interactive visual novel about an abusive relationship between two individuals, one of whom suffers from Borderline Personality Disorder. A love/erotic story between a guy and a “shooting star” that follows players’ decisions, Milky Way Prince suggests that falling in love with somebody who suffers from BPD is like falling in love with a star. What did Lorenzo learn from this process? And what are the take away ideas for aspiring game designers? The journey from zero to game is full of challenges, failures, and surprises. 

Lorenzo Redaelli received his M.A. in Game Design in October 2019 from IULM University. He also received a B.A. in Communication, Media, and Advertising in 2017 with a Thesis titled “Gojira vs. Godzilla; How Hollywood reinvented Japanese Kaiju movies" from the same school. Among his passions are Japanese culture, art, and interactive storytelling. He directed several animated shorts, shot an independent film, and produced two albums. In 2019, his final project, Milky Way Prince: The Vampire Star, was accepted at several international festivals, including Game On: El arte en juego (Buenos Aires, Argentina) and Game Happens (Genoa, Italy). Lorenzo lives and works in Milan.

NEWS: GAME SHOW 2019 (October 11 2019)

COLL.EO

GAME SHOW

Venerdì 11 ottobre 2019

Dalle ore 18.00 alle ore 19.00

IULM Aula Seminari (sesto piano)

Via Carlo Bo 1

20143, Milano

Ingresso gratuito previa registrazione

L’Università IULM è lieta di presentare i videogiochi creati da una nuova generazione di game designers.

Venerdì 11 ottobre 2019 dalle ore 18.00 presso l’Aula Seminari dell'Università IULM di Milano si terrà la seconda edizione di GAME SHOW, dedicata ai progetti finali realizzati dagli studenti del Master of Arts in Game Design durante l’anno accademico 2018-2019. Nel corso della cerimonia verranno consegnati i diplomi. Le opere - che spaziano da sofisticati videogiochi ad esperienze interattive in bilico tra arte, design, narrazione e simulazione - dimostrano un notevole livello di ingegno, creatività e diversità.

I progetti finali sono visibili qui.

GAME SHOW

Friday October 11 2019

6.00 - 7.00 pm

Aula Seminari (IULM 1, sixth floor)

IULM University

Via Carlo Bo 1 20143, Milan

Free entry, with registration

Join us for a showcase of the final projects developed by our graduating students, a new generation of game designers.

Friday October 11 2019, from 6 pm, IULM University will host the second edition of GAME SHOW, an event open to the public showcasing the projects developed by the students of the Master of Arts in Game Design in the 2018-2019 academic year. During the ceremony, students will be handed their diplomas. Ranging from advanced video games to interactive experiences situated at the intersection of design, storytelling and simulation, the works display a high level of ingenuity, creativity, and diversity.

The final projects are listed here.

NEWS: ANDREA LUCCO BORLERA'S HORSES AT INDIECADE 2019!

COLL.EO

horses2.png

Andrea Lucco Borlera’s surreal Horses is competing at the 2019 edition of Indiecade, The International Festival of Independent Games, which takes place between October 10-12 in Santa Monica, California.

Horses was Andrea’s final project during the 2017-2018 edition of the Master of Arts in game Design at IULM University. A narrative game inspired by silent, surrealist films, Horses was also accepted at the A. MAZE festival in Berlin in April 2019 in the “Most Amazing Game” category.

Before joining the game design program at IULM University he had no previous experience with coding. Previously, Andrea received an M.A. in Cinema, Television and Multimedia from the Università Roma Tre in Rome and made several experimental videos and avant garde short films.

The IndieCade Festival is the premiere event dedicated to celebrating independent games. IndieCade offers the unique opportunity to play and preview hundreds of the latest indie games and innovations, many of which are seen first or can only be played at IndieCade. The Festival is filled with the opportunity to play a multitude of games from around the world, attend talks and events, interact with creators of new titles, as well as legends from across the industry, enjoy music, and so much more. IndieCade also hosts an in-depth game developer summit, conference sessions, educational workshops, business networking, social activities, tournaments, and entertainment. This year’s edition takes place between October 10-12 in Santa Monica, California.

Click here to see the full selection of nominees.


indiecade2019.png

Horses di Andrea Lucco Borlera è tra i candidati dell'edizione 2019 di IndieCade, il Festival Internazionale dei Videogiochi Indipendenti che si svolge dal 10 al 12 ottobre a Santa Monica, in California.

Andrea Lucco Borlera ha sviluppato Horses come progetto finale durante il Master of Arts in Game Design 2017-2018 presso l'Università IULM. Gioco narrativo ispirato al cinema muto e surrealista, Horses è stato accettato anche al festival A. MAZE di Berlino lo scorso aprile nella categoria "Most Amazing Game".

Prima di cimentarsi con il game design presso l'Università IULM, Andrea non aveva alcuna esperienza di programmazione. In precedenza, aveva conseguito un Master in Cinema, Televisione e Multimedia presso l'Università Roma Tre di Roma, realizzando diversi video sperimentali.

Photos courtesy of Andrea Lucco Borlera

IndieCade Festival è la più importante manifestazione interamente dedicata ai videogiochi indipendenti. IndieCade offre l'opportunità unica di giocare e vedere in anteprima centinaia delle più recenti produzioni indie. Il Festival offre innumerevoli opportunità per giocare a una moltitudine di giochi provenienti da tutto il mondo, partecipare a conferenze ed eventi, interagire con i creatori di nuovi titoli e molto altro ancora. IndieCade ospita anche un summit per sviluppatori di giochi, sessioni di conferenze, workshop educativi, attività sociali, tornei e intrattenimento. L'edizione 2019 si svolge dal 10 al 12 ottobre a Santa Monica, California.

Clicca qui per vedere la selezione completa dei titoli in competizione.


EVENT: GAME TALK #9_ROBERT YANG (JUNE 19 2019)

COLL.EO

JUNE 19 2019/19 GIUGNO 2019

18:00 - 19:00

Room 135/Aula 135 (terzo piano)

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

PLEASE RSVP - REGISTRAZIONE NECESSARIA

SEX IN GAMES

LANGUAGE: ENGLISH

If video games are art, and art should reflect our lives, then why aren't there more video games about sex and intimacy? OK, maybe sex isn't an important part of your life… But if it is, why do video games seem so bad at sex? In this talk, we will look at a wide variety of different sex games and think about some useful design patterns for sex games. Then we will consider the (many) institutions and barriers against sexual expression, across the game industry as well as the internet.

Robert Yang makes surprisingly popular games about gay culture and intimacy:he is most known for his historical bathroom sex simulator The Tearoom and his male shower simulator Rinse and Repeat. His gay sex triptych Radiator 2 has over 150,000 users on Steam. He is currently an Assistant Arts Professor at NYU Game Center, and he has given talks at GDC, IndieCade, Queerness and Games Conference, and Games for Change. He holds a BA in English Literature from the University of California at Berkeley, and an MFA in Design and Technology from Parsons School for Design.


IL SESSO NEI VIDEOGIOCHI

LINGUA: INGLESE

Se i videogiochi sono arte e se l'arte riflette la vita, perché quelli che trattano il sesso e l'intimità sono così rari? OK, forse il sesso non è una parte importante della tua vita… Ma se lo fosse, perché i videogiochi rappresentano questo tema in modo così sbagliato? In questo intervento, Robert Yang illustra le rappresentazioni del sesso nel contesto videoludico, descrivendo alcuni principi di design utili per sviluppare progetti sul tema e citando le (varie) istituzioni e barriere che limitano l'espressione sessuale, nell’industria videoludica e su internet.

Robert Yang sviluppa videogiochi sorprendentemente popolari sulla cultura e l'intimità gay: deve la sua fama al suo storico simulatore di sesso da bagno The Tearoom e al simulatore di doccia maschile Rinse and Repeat. Il suo trittico di sesso omosessuale Radiator 2 ha conquistato oltre 150.000 utenti su Steam. Assistant Arts Professor presso l’NYU Game Center, Robert ha tenuto conferenze alla GDC, IndieCade, Queerness and Games Conference, e Games for Change. Ha conseguito una laurea in letteratura inglese presso l’università della California a Berkeley e un MFA in Design e Tecnologia presso la Parsons School for Design.

EVENT: GAME TALK #6_ANDREA BASILIO (MAY 29 2019)

COLL.EO

ANDREA BASILIO.jpg

MAY 29 2019/29 MAGGIO 2019

18:00 - 19:00

Room 135/Aula 135 (terzo piano)

Università IULM (IULM 1)

Via Carlo Bo, 1

20143 Milan

PLEASE RSVP - REGISTRAZIONE NECESSARIA

DALLA DOPPIA A AGLI INDIE. GIOCATORI DIVERSI, SFIDE DIFFERENTI

LINGUA: ITALIANO

L'intervento esplora ed evidenzia le differenze tra la creazione di un titolo ad alto budget e un gioco indie, analizzando in particolare il target di riferimento e le problematiche sottese alla produzione. L’obiettivo è quello di chiarire che la prassi di design deve essere fluida al fine di soddisfare tanto le esigenze dei giocatori quanto le istanze di produzione. Andrea illustrerà sfide che ha affrontato personalmente nella transizione da uno studio all'altro, e ciò che ha imparato grazie a Another Sight, il suo ultimo progetto.

Andrea Basilio è Direttore Creativo di Great Lunar Wall, uno studio di sviluppo indipendente di Milano. Andrea è un appassionato di videogiochi e avido giocatore sin dall'età di quattordici anni, quando ha giocato per la prima volta a Metal Gear Solid: questa esperienza lo ha spinto a fare della creazione di videogiochi il suo sogno e la sua vocazione. Dopo alcune esperienze nel settore del giornalismo videoludico, Andrea si è unito a uno sviluppatore indie italiano. Ha quindi conseguito una Laurea in videogame design presso la University of Wales, in Gran Bretagna. Ha lavorato come game designer freelance per diversi studi in Italia e in Inghilterra, dove ha lavorato su diversi progetti come lead game designer e game director. Dal 2016, Andrea ha affiancato allo sviluppo la didattica, lavorando come docente presso la Event Horizon School of Digital Art.


FROM AA TO INDIE. DIFFERENT PLAYERS, DIFFERENT CHALLENGES

LANGUAGE: ITALIAN

The talk will explore and highlight the differences of creating a big budget title and a small indie game, analyzing in particular the target audience and the production issues. The core idea of the talk is explaining how the design must be fluid in order to fulfill the players desire and the production at the same time. Andrea will discuss the challenges he personally faced in transitioning from one studio to another, and what kind of insights he learned in creating Another Sight, his latest project.

Andrea Basilio is Creative Director at Great Lunar Wall, an indie game company located in Milan. Andrea is a videogame enthusiast and an avid gamer, at the age of fourteen he played Metal Gear Solid for the first time and this experience alone, inspired him to make creating videogames his dream and vocation. Originally kicking off his videogame journey as a videogame journalist, Andrea then moved on to working with an Italian indie developer, before pursuing a Bachelor of Arts in videogame design at University of Wales, in Great Britain. He works as a freelance game designer for several studios in Italy and UK, where he has worked on different projects as a lead game designer and game director. Since 2016, Andrea has been nurturing the next generation of aspiring game designers, working as an instructor at Event Horizon School of Digital Art.