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NEWS

Filtering by Tag: news

NEWS: "WRITERS, ARTISTS, POETS, ARCHITECTS SHOULD BE MAKING GAMES": ON THE DEMOCRATIZATION OF GAME DESIGN

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Quartz’ contributor Nicolas Rivero hails the beginning of a new era for artsy, weird, and experimental indie video games.

In an email discussion with Ken Wong, founder of the indie game developer Mountains, Rivero writes that off-the shelf engines like Unity have democratized game-making and lowered the barrier of entry for a more diverse range of developers. According to Wong:

The less time you have to spend building things that already exist, the more you can spend expressing yourself or trying things that might not necessarily work. Writers, artists, poets, architects should be making games. Kids, older people, and people who don’t speak English should all be able to make games.”

Rivero cites interesting data. For instance, in 2017,

7,696 games were released on Steam almost doubling the 4207 released the year before. And nearly half of all new games—and 70% of the interactive art displayed at the Sundance Film Festival’s New Frontier—are built using Unity.

Currently Steam holds more than 30,000 games.

Click here to read the full story

NEWS: INTRODUCING THE 2019 GAME TALKS

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SIAMO FELICI DI ANNUNCIARE I GAME TALKS 2019 ALL’Università IULM.

Presentati dal Master of Arts in Game Design dell'università IULM, i GAME TALKS celebrano la cultura, l’arte e la creatività dei videogiochi attraverso presentazioni, performance e seminari gratuiti ed aperti al pubblico (previa registrazione). Quest’anno proponiamo otto incontri rispetto ai sei dell’anno scorso. Guardatevi l’anteprima e restate sintonizzati!

GAME TALKS 2019

We are thrilled to announce the 2019 GAME TALKS series at IULM University.

Presented by the Master of Arts in Game Design at IULM University, GAME TALKS are lectures, presentations, and performances that celebrate the culture, art, and creativity of video games. All events are free and open to the public (please RSVP). This year we will be offering eight special events versus last year’s six. Watch the preview below and stay tuned!

GAME TALKS 2019

NEWS: À LA CARTE COURSES AND WORKSHOPS

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We are thrilled to announce that, in addition to the Master of Arts in Game Design, it is now possible to enroll in individual courses and workshops.

Our courses are open to all B.A. or M.A. graduates in disciplines such as art, media and communication, computer science, design or architecture, as well as to professionals who are interested in enhancing their skills and learn new tricks from some of the most talented game designers.

The only requirements are a good knowledge of the English language and a laptop.

At the end of each module, students will receive a diploma.

Discounts for former Master of Arts in Game Design students and special packages are available.

Click here to learn more about our à la carte tracks

Siamo felici di annunciare che in aggiunta al Master of Arts in Game Design, è da oggi possibile iscriversi ai singoli corsi e workshop.

Altamente professionalizzanti, i corsi offerti sono aperti a tutti i laureati triennali o quinquennali in discipline quali arte, media e comunicazione, informatica, design o architettura nonché a professionisti che abbiano acquisito un’esperienza professionale sul campo.

Gli unici requisiti sono una buona conoscenza dell’inglese e un laptop.

Al termine di ogni modulo, gli studenti riceveranno un attestato di partecipazione.

Sono previsti sconti per gli ex studenti del Master of Arts in Game Design e pacchetti ad hoc.

Clicca qui per scoprire la nostra offerta formativa

EVENT: PROFESSOR NOLAN'S NEW PRESENTATION AND PAPER

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Professor Kieran Nolan (GAME AESTHETICS) shares his slides from a recent talk about the JAMMA arcade platform as used by bootleggers, artists, and indie game designers. He also shares a short paper titled 'Indie Game and Media Art Exhibition Spaces as Interface Layers’, which explores the human computer interface of his experimental indie game Control was augmented through five different exhibitions across both new media art and indie game spaces. Interface elements considered include the tangible control input type, the style of visual display used, as well as the situated space of the game installation itself. The paper was presented at CHI PLAY '17.


 

KIERAN NOLAN JOINS THE FACULTY

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KIERAN NOLAN

We are delighted to announce that Kieran Nolan has joined the faculty and he will be teaching GAME AESTHETICS.

Kieran Nolan is an artist-researcher, indie-game designer, and academic. He is a lecturer with the Department of Creative Arts, Media and Music at Dundalk Institute of Technology, where he is Programme Director of the BA in Media Arts and Technologies and the BA (Hons) in Communications and Creative Multimedia, and co-organiser of the Picteilín Creative Media and Games Studies Conference. Kieran is also a PhD candidate in Digital Arts and Humanities with the Graphics Vision and Visualisation group at Trinity College, Dublin. His PhD research explores the aesthetic, material and connective properties of the arcade videogame interface. Kieran’s research work has been published at conferences and exhibitions worldwide, including Vector Game Art and New Media Festival (Toronto), The Science Gallery (Dublin), Eurogamer Expo (London), Future and Reality of Gaming/F.R.O.G. (Vienna), International Symposium of Electronic Art /ISEA (Belfast, Hong Kong), ZIL Cultural Centre (Moscow), the A MAZE. International Independent Video Games Festival (Berlin), METEOR (Tokyo), MAKE (Cork), Transmediale (Berlin), Art.CHI (Seoul), Game On! El arte en juego (Buenos Aires), and Playing The Game (Milan).

Among his games are Arcade Operator (2017)

And Control (2015)

Read more about Kieran Nolan's games and project here

WE ARE MÜESLI JOIN THE FACULTY

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We are delighted to announce that Claudia Molinari and Matteo Pozzi also known as We Are Müesli will be teaching Game Writing in the upcoming academic year. As you may know, the duo has produced several award winning independent games in the past ten years, including Venti Mesi, The Great Palermo, Once Upon a Tile, and Cave! Cave! Deus videt! that have been exhibited at SXSW, Indiecade, the Global Game Jam, and many more places around the world.

You will be able to meet Claudia and Matteo on September 21, 2017 at IULM, during the next Master's Day.

Claudia Molinari is a graphic designer, illustrator and art director. After studying anthropology, photography and media, art direction and graphic, trend and concept design in Cambridge, Brighton, London and Milan, Claudia began her professional career in 2004 working for several graphic studios in Italy and abroad, including A+G, Lumen and A+A. Before entering the game design industry, Claudia worked for five years as visual designer with the Italian service design company Logotel (2009-2014). In 2011, she launched We Are Müesli with Matteo Pozzi, an independent game studio focusing on award-winning narrative games. Claudia is also a teacher, lecturer, and speaker on topics related to art and narrative in game design. Her personal achievements include a D&AD Commendation (2008), an Italian Young Creativity Award (2008) and two Spot School Awards (2008) as well as taking part in AIAP Millennials: the new scene of Italian graphic design (2015).   

Born in Monza, Italy in 1980, Matteo Pozzi began his career as a game journalist in the early 2000s while pursuing a B.A. in Journalism, Publishing, and Multimedia Communication in Milan. Co-founder of indie studio We Are Müesli, Matteo has also been working as a freelance screenwriter since 2006, mainly on sitcoms for Disney Channel Italy but also on different TV genres and ongoing productions, short formats, and branded content for several clients and channels. He also collaborated with the Italian service design company Logotel from 2008 to 2014 as a copywriter on communication projects and chief editor of Weconomy, an editorial platform about collaborative innovation and sharing economy. As a content editor, he took part in three collective exhibitions for the Milan Design Week (Making Together in 2012, (In)visible Design in 2013 and award-winning Timescapes in 2014) and contributed to the launch of Made in Lambrate (2014).

A PERFECT WOMAN ON XBOX ONE!

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The Xbox One version of Professor Lea Schönfelder's new game, Perfect Woman (developed with Peter Lu) will be released on Xbox Live on September 14 2016.

Below is the full description:

Perfect Woman is a game inspired by the ubiquitous personality questionnaires featured in women’s magazines and the female roles they define. There are so many such roles emphasizing aspects of family, career, experience, sex and more. But these can not possibly characterize the depth and complexity of a woman’s life. Perfect Woman uses these stereotypes as building blocks for you to be your OWN perfect woman. The game is structured into progressive levels, each one representing a different stage in a woman’s life. Starting at the child stage, players must post in front of a Kinect to mimic various poses that appear on screen. The better a player is able to hold the pose, the more “perfect” their rating for that level. Perfect Woman features a branching decision tree which serves to create a narrative of the character’s life. Past choices may make future choices more difficult. It’s not always possible to be perfect at every stage in life, and that’s perfectly fine.

Perfect Woman

TRIENNALE GAME COLLECTION NOW AVAILABLE

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TRIENNALE

Pietro Righi Riva, Program Coordinator of GAME/PLAY and 1/2 of indie game studio Santa Ragione, is the curator of a free game collection for smartphones and tablets.

Titled TRIENNALE GAME COLLECTION, the package includes five experimental games specifically developed for the XXIst Triennale di Milano International Exhibition, 21st Century. Design after Design. 

The games were developed by Mario von Rickenbach & Christian Etter (creators of Dreii, Plug & Play), Tale of Tales (creators of Luxuria Superbia, The Path) and professors of GAME/PLAY, Cardboard Computer (creators of Kentucky Route Zero), Pol Clarissou (Orchids to Dusk), and Katie Rose Pipkin (Mirror Lake).

More details below:

The Triennale Game Collection is a virtual exhibition of video games created for the XXI Triennale International Exhibition by five of the world’s most renowned independent game designers, showcasing these artists’ experimental approach to interactivity.

The five featured artists are: Mario von Rickenbach & Christian Etter (Dreii, Plug & Play), Tale of Tales (Luxuria Superbia), Cardboard Computer (Kentucky Route Zero), Pol Clarissou (Orchids to Dusk), and Katie Rose Pipkin (Mirror Lake).

Each week for five weeks a new game will be available in the collection. These games are self-contained takes at interactive narrative, puzzles, and exploration.

The Collection is curated by Italian game designer Pietro Righi Riva and the virtual space in which the exhibition takes place is produced by Italian game studio Santa Ragione, makers of the “Best of 2014” AppStore hit FOTONICA.

[Week 1] Il Filo Conduttore by Mario von Rickenbach & Christian Etter (Switzerland), is a small story about about a cord, which hangs down from the top, overlooking a handful of delicately arranged objects.

[Week 2] LOCK by Auriea Harvey & Michaël Samyn (Tale of Tales, Belgium) is a small exploration of the universe, as previously imagined: based on cosmologies which place the Earth, and thus humans, at the center of the universe, Loci Omnes Caelesistis Kyries shifts between a simple diagram and a fascinating machine.

[Week 3] Neighbor by Jake Elliott, Tamas Kemenczy & Ben Babbitt (Cardboard Computer, USA) is the story of a wordless friendship that evolves over time, set in a small underground domicile and the patch of desert above it.

[Week 4] A Glass Room by Pol Clarissou (France) showcases pictures and animated sequences from Pol Clarissou’s own life. The flickering photographs projected on virtual walls create a narrative that evolves as the player manipulates the device.

[Week 5] The Worm Room by Katie Rose Pipkin (USA) is a first-person exploration game which exists as a series of endless glass greenhouses that the player may wander through for the same reasons one visits a physical botanical garden; to walk, to take in beauty, to learn

TRIENNALE GAME COLLECTION is now available on iTunes.
 

GAME/PLAY AT GAME HAPPENS (JUNE 25 2016, GENOA, ITALY)

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Matteo Bittanti and Pietro Righi Riva will present GAME/PLAY. Design, Direction & Production at the 2016 edition of GAME HAPPENS in Genoa, Italy, the annual international festival where game design, interaction design and virtual reality collide.

Titled "A brand new Master", the talk will take place on Saturday June 25 2016 at Salone delle Feste, at Villa Durazzo Bombrini in Genova between 11:30 and 12.15.

GAME HAPPENS features a killer line-up: GAME/PLAY professors Auriea and Michael of Tale of Tales (GAME LAB and GAME CRITIQUE respectively) will be giving a talk as well, while another instructor, Mauro Fanelli (GAME BUSINESS), will be leading a workshop. 

More information is available here.

Tickets are now available. 

PRESENTATION: PIETRO RIGHI RIVA, "SOMETHING TO SAY", MAY 13, 2016

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PIETRO RIGHI RIVA

PRESENTATION: PIETRO RIGHI RIVA

TITLE: "SOMETHING TO SAY"

DATE & TIME: FRIDAY MAY 13, 2016, 6 - 7.30 PM

LOCATION: ROOM 112 (IULM 1)

LANGUAGE: ITALIAN

FREE AND OPEN TO THE PUBLIC

THIS EVENT IS PART OF GAME VIDEO/ART. A SURVEY (COLLATERAL EVENTS)

DESCRIPTION

Join us for a compelling presentation by game designer Pietro Righi Riva. RIva's lecture focuses on non-traditional techniques for creating contemporary video games. What is the problem with today's digital entertainment and its inspirations? What can creators do to reinvent the medium?

THE SPEAKER

Born in Milan in 1985, Righi Riva is co-founder and studio director at Santa Ragione where he worked on multiple award-winning independent games, such as MirrorMoon EP, FOTONICA, and Wheels of Aurelia. After achieving a Ph.D in Interaction Design at Politecnico di Milano, Righi Riva has been teaching at Politecnico di Milano, California College of Arts, Shanghai Theater Academy, and Tsinghua University, among others. His design philosophy is aimed at developing games that are not objective-driven, and adopts the concept of playful technology to integrate expressive technical limitations in his designs. Today, Righi Riva is the Coordinator of GAME/PLAY. Design, Direction, and Production, a brand new Master's Program at IULM University. Righi Riva lives and works in Milan.

pietrorighiriva


PRESENTAZIONE: PIETRO RIGHI RIVA

TITOLO: "QUALCOSA DA DIRE"

DATA & ORA: VENERDÌ 13 MAGGIO, 2016 DALLE 18:00 ALLE 19:30

LUOGO: AULA 112 (IULM 1)

LINGUA: ITALIANO

EVENTO GRATUITO E APERTO AL PUBBLICO

QUESTO EVENTO FA PARTE DEGLI EVENTI COLLATERALI DI GAME VIDEO/ART. A SURVEY.

DESCRIZIONE

Unitevi a noi per una pungente e stimolante presentazione del game designer Pietro Righi Riva che introduce una serie di tecniche tutt'altro che ortodosse per la creazione di videogiochi. Secondo Riva, oggi i videogiochi "non funzionano". Cosa possono fare i creatori per reinventare il medium?

LO SPEAKER

Pietro Righi Riva, classe 1985, dirige lo studio di produzione di videogiochi Santa Ragione. dal 2010 con il quale ha sviluppato giochi sperimentali vincitori di premi internazionali, tra cui il gioco di corse in soggettiva FOTONICA (2011), il gioco di esplorazione astratto MirrorMoon EP (2013) e il gioco di guida narrativo Wheels of Aurelia (2015). Righi Riva ha conseguito un dottorato in Interaction Design al Politecnico di Milano e ha collaborato con l'Istituto dei Ciechi di Milano per la realizzazione di un catalogo di strumenti per il game design accessibile. Dal 2016, coordina l'innovativo Master Universitario GAME/PLAY. Design, Direction & Production alla IULM di Milano. Righi Riva vive e lavora a Milano.

pietrorighiriva

GAME/PLAY: OFFICIAL PRESENTATION, MAY 19, 2016

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IULM

EVENT: GAME/PLAY AT IULM MASTER'S DAY 2016

DATE & TIME: THURSDAY MAY 19, 2016, 2 PM

LOCATION: ROOM 155 (IULM 1)

LANGUAGE: ENGLISH & ITALIAN

FREE AND OPEN TO THE PUBLIC

On May 19, 2016, Matteo Bittanti (Program Director) and Pietro Righi Riva (Program Coordinator) will introduce GAME/PLAY. Design, Direction & Production during the MASTER DAY IULM event. The presentation will take place in Room 155 (IULM Building 1) at 2 PM.

IULM MASTER'S DAY 2016

IULM UNIVERSITY

Via Carlo Bo, 120143

Milan, Italy

How to reach IULM


EVENTO: GAME/PLAY al MASTER DAY IULM 2016

DATA & ORA: Giovedì 19 maggio, 2016, ore 14:00

LUOGO: Aula 155 (IULM 1)

LINGUA: Inglese & Italiano

Ingresso libero e aperto al pubblico

Il 19 maggio 2016, Matteo Bittanti (Direttore) e Pietro Righi Riva (Coordinatore) introdurranno GAME/PLAY. Design, Direction & Production nel corso dell'evento MASTER DAY IULM. La presentazione ufficiale si svolgerà nell'Aula 155 (IULM 1) alle ore 14:00.

IULM MASTER'S DAY 2016

IULM UNIVERSITY

Via Carlo Bo, 120143

Milan, Italia

Come raggiungere la IULM