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

NEWS: LORENZO REDAELLI: "FROM ZERO TO GAME" INTERVIEW

COLL.EO

Wait, is that Milky Way Prince on IULM University homepage?

Leggi l’intervista a Lorenzo Redaelli (classe 2019), lo sviluppatore di Milky Way Prince: The Vampire Star, il nuovo gioco di Santa Ragione di imminente pubblicazione.


Fermi tutti! Milky Way Prince conquista la homepage dell’Università IULM.

Don’t miss this compelling interview with Lorenzo Redaelli (class of 2019), the designer of Milky Way Prince: The Vampire Star, published by Santa Ragione, and soon to be released (text in Italian)

CALL FOR GAMES: SHALL MAKE, SHALL BE (DEADLINE: AUGUST 8 2020)

COLL.EO

The Frank-Ratchye STUDIO for Creative Inquiry at Carnegie Mellon University is pleased to announce Shall Make, Shall Be, an exhibition of playable works centered on the individual amendments in the US Bill of Rights.

Ten artists and game makers will receive $5,000 commissions to create playable works addressing an individual amendment. More information, as well as a link to the submission form, is available here.

The deadline is August 8 2020

Shall Make, Shall Be: The Bill of Rights at Play invites artists and independent game makers to propose game-based artworks around the individual Amendments in the Bill of Rights. Drawing on both the legal meaning and the effect of the 10 Amendments on U.S. culture, these artworks are meant to use the mechanism of play to interrogate, critique, inform, and ask questions about our understanding of civil liberties in the 21st Century.

Ten artists will be selected, with each asked to create a playable work exploring one of the Ten Amendments from the Bill of Rights. Artists will be invited to develop their works with the support of the Frank-Ratchye STUDIO for Creative Inquiry at Carnegie Mellon. Artists will receive an honorarium and small budget for expenses. Upon completion of the work, artists will be expected to grant Carnegie Mellon a non-exclusive, royalty-free license to present the resulting works in the Shall Make, Shall Be: The Bill of Rights at Play project.

Selected artists will have one year to produce their playable work for inclusion in exhibitions opening Fall 2021, and will receive an artist’s fee of $5,000, plus access to a small supplemental materials budget on a per-project basis. We anticipate artist check-ins with the curatorial team every two months leading up to the first installation of the exhibition.

The ten commissioned works will be included in an exhibition opening Fall 2021 in conjunction with Carnegie Mellon University’s Frank-Ratchye STUDIO For Creative Inquiry, timed to commemorate the 230th anniversary of the Bill’s signing. There are plans to travel the show to additional sites throughout 2022. The exhibition will be accompanied by a printed publication including essays from scholars, a catalog raisonné, and artist statements.

Shall Make, Shall Be: The Bill of Rights at Play encourages proposals from artists of underrepresented and marginalized identities and backgrounds including gender, race, culture, sexuality, citizenship status, and abilities.

This project is organized through generous funding and support from the Frank-Ratchye STUDIO For Creative Inquiry at Carnegie Mellon University.

Selection Committee

Deborah Archer (NYU Law)
Salome Asega (Ford Foundation)
Shana T Bryant (Game Developer)
R. Luke DuBois (New York University) ex officio chair
Jessica Hammer (Carnegie Mellon University)
Elizabeth Joh (UC Davis Law)
Laine Nooney (New York University)
Paolo Pedercini (Carnegie Mellon University)
John Sharp (The New School)
Astria Suparak (Independent Curator)

Read more at SHALL MAKE, SHALL BE

NEWS: THE ENDLESS FOREST, AURIEA HARVEY & MICHAËL SAMYN (JUNE 23 – JULY 7, 2020)

COLL.EO

Auriea Harvey & Michaël Samyn, still from The Endless Forest, online multiplayer game, 2005/2020-ongoing.

Auriea Harvey & Michaël Samyn, still from The Endless Forest, online multiplayer game, 2005/2020-ongoing.

Auriea Harvey and Michael Samyn, are exhibiting their groundbreaking work The Endless Forest at bitforms gallery in streaming mode between June 23–July 7, 2020 .

To view this work streaming generatively, click here.

The full press release is below

bitforms gallery x Small Data Industries presents:
The Endless Forest, Auriea Harvey & Michaël Samyn
Streaming online June 23–July 7, 2020
bitforms.art/stream
 
bitforms gallery is proud to present The Endless Forest by Auriea Harvey & Michaël Samyn as the second work in a series of streaming generative artworks, presented in collaboration with Small Data Industries. The Endless Forest is an online multiplayer game where players interact as deer in a magical forest. There are no specific goals to achieve or rules to follow in the forest—players are encouraged to engage with other deer and explore and find magic in the wilderness. Access to this work has been offered online as a free download since 2005, given that users have a Windows machine and a fast 3D videocard. However, this unique collaboration with Small Data Industries allows viewers to access The Endless Forest in a live format without a Windows machine or downloadable files. In this configuration, the artwork is self-playing—referenced as Deer Observation Mode by the artists—and oscillates between a peacefully sleeping deer to variable glimpses of the lush forest and social interactions with other players (deer). (bitforms gallery)

Auriea Harvey is co-founder of Tale of Tales. Net art pioneers, she and Michael Samyn have been creating award winning independent games and digital artworks together for the past twenty years. From multiplayer deer screensaver The Endless Forest to IGF Nuovo prize winning sex game Luxuria Superbia to the extreme politics of Sunset to technicolor horror fairy tale The Path; Auriea has designed, modeled, and experimented with the medium of polygons inside game engines. Her philosophy is to do whatever it takes, whatever she can, to get across a concept. Using digital and analog techniques, drawing from diverse cultural references, she creates works of subtle (and not so subtle) expression. Her emphasis is always on what it means to be human with your finger on the button. She is currently creating paintings, sculptures, and experiments with VR. She teaches in Kassel, Germany, and Milan, Italy.

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, net.art 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.

NEWS: PIETRO POLSINELLI JOINS THE MASTER OF ARTS IN GAME DESIGN

COLL.EO

pietro%2Bpolsinelli-removebg-preview.jpg

We’re delighted to announce that Pietro Polsinelli joined the Faculty of the Master of Arts in Game Design at IULM University. Meet the new face of GAME WRITING.

Pietro Polsinelli is a successful game developer, software engineer, and writer. Among other things, Pietro is the author of Football Drama, a narrative game about soccer. He’s currently working on Roller Drama, its eagerly awaited follow up. He is also the author of a very popular book on applied games (in Italian). You can read more about his projects here.

Pietro will teach GAME WRITING which focuses on developing effective storytelling strategies for digital games. Narrative games build bridges between dramatic writing for theatre and film, television, and game design, and opens up novel avenues for new types of writing for digital media. GAME WRITING is a hands-on study of the many ways text and writing can figure into video game design, branching dialog, narrative design, hypertext fiction, and text as digital material. The course combines technical tutorial with writer's workshop. Students will learn the writing-centric scripting language Ink, and how to integrate it in to their own larger projects. Games and other playful, electronic, transmedia, hybrid texts will be also analyzed and discussed in class. GAME WRITING will be available à la carte as well.

You can follow Pietro on Twitter.


Siamo felici di annunciare che Pietro Polsinelli è entrato a far parte del Master of Arts in Game Design dell'Università IULM. Pietro insegnerà GAME WRITING nell'anno accademico 2020-2021.

Pietro Polsinelli è uno sviluppatore di videogiochi, un programmatore e uno scrittore di successo. Tra i suoi ultimi progetti spicca Football Drama, un videogioco narrativo sul calcio. Il successore, in fase di sviluppo, s’intitola Roller Drama. Inoltre, Pietro ha scritto un libro molto popolare sui giochi applicati. Per conoscere i suoi progetti, cliccate qui.

Pietro si occuperà di GAME WRITING, un corso essenziale del programma di Master incentrato sulla creazione di efficaci strategie narrative per i videogiochi. I videogiochi narrativi si collocano infatti all’intersezione tra la scrittura drammatica per il teatro e il cinema, la televisione e il game design in quanto tale, ma presentano peculiarità e idiosincrasie. GAME WRITING esamina la funzione del testo e della scrittura nel design di un videogioco, illustrando le modalità di costruzione dei dialoghi, delle interfacce e delle strutture ipertestuali. Il corso combina un tutorial tecnico con un laboratorio di scrittura. Gli studenti impareranno il linguaggio di scrittura Ink e lo integreranno nei loro progetti. GAME WRITING prevede l’analisi e la discussione approfondita di videogiochi, testi elettronici e forme narrative ibride e transmediali.

Potete seguire Pietro su Twitter.

NEWS: LORENZO REDAELLI'S MILKY WAY PRINCE: THE VAMPIRE STAR IS NOW AVAILABLE ON STEAM

COLL.EO

Italian indie studio and developer Santa Ragione has published Lorenzo Redaelli’s Milky Way Prince: The Vampire Star, a visual novel about an abusive relationship, idealization, and intimacy. Initially developed during the 2018-2019 Master of Art in Game Design at IULM University, the game is a dysfunctional love story featuring branching storylines, twists, sudden changes, and a special game mechanic about sexual stimulation. The game is now available on Steam for Windows and Mac Os platforms. Milky Way Prince was entirely designed, programmed, illustrated, and scored by Lorenzo. This is his first game.

Lorenzo Redaelli received a B.A. in Communication, Media, and Advertising in 2017 from IULM University with a Thesis titled “Gojira vs. Godzilla; How Hollywood reinvented Japanese Kaiju movies.” Among his passions are Japanese culture, art, and interactive storytelling. He directed several animated shorts, shot an independent film, and produced two albums. 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.


Lo studio indie italiano Santa Ragione ha pubblicato Lorenzo Redaelli's Milky Way Prince: The Vampire Star, una visual novel incentrata su una relazione sentimentale problematica che mette a tema il ruolo dell’intimità. Originariamente sviluppato durante il Master of Art in Game Design 2018-2019 dell'Università IULM, Milky Way Prince: The Vampire Star, è una storia d'amore disfunzionale con trame ramificate, colpi di scena a ripetizione e una speciale meccanica di gioco sulla stimolazione sessuale. Il gioco è ora disponibile su Steam per piattaforme Windows e Mac Os. Milky Way Prince è stato interamente progettato, programmato, illustrato e animato da Lorenzo. Si tratta del suo primo progetto videoludico.

Lorenzo Redaelli ha conseguito una Laurea in Comunicazione, Media e Pubblicità nel 2017 presso l’Università IULM con una tesi intitolata “Gojira vs. Godzilla; come Hollywood ha reinterpretato i film Kaiju giapponesi”. Appassionato di cultura nipponica, arte e storytelling multimediale, Lorenzo ha girato numerosi corti animati, un film indipendente e ha prodotto due album. Il suo progetto finale, Milky Way Prince: The Vampire Star, è stato presentato a vari festival internazionali, tra cui Game On: El arte en juego (Buenos Aires) eGame Happens (Genoa). Vive e lavora a Milano.

TALK: RICCARDO MANZOTTI: WHAT IS VIRTUAL REALITY MADE OF?

COLL.EO

RICCARDO MANZOTTI: WHAT IS VIRTUAL REALITY MADE OF?

June 4 2020

10.00 - 12.00

Microsoft Teams

Or, the phenomenology of computer-generated experience. What do we experience when we play in a video game? Is it a real artificial world or is it a mental world? What is the stuff virtual reality is made of? The problem of consciousness is infamously difficult and it has been at the center of both AI and philosophy of mind. Ever since the early days of cybernetics, the founders of AI and the information age - eg., Claude Shannon, Alan Turing, Norbert Wiener, Marvin Minsky - have wondered about the question posed by the novelist Philip K. Dick’s Do Androids Dream of Electric Sheep?, a question that is now at the core of the current new wave of AI (deep learning, big data, Artificial General Intelligence). What is our experience made of? Can it be recreated by a machine? What is the ghost in the shell, if anything? Recent entrepreneurs and IT visionaries are wondering about the next revolution and whether it will allow stepping into a completely artificial reality - the massive simulation hypothesis as Elon Musk, Nick Bostrom, Ray Kurzweil have envisaged. This talk will outline the foundations of the problem of experience in AI, philosophy, and neuroscience and will address its applications in the world of videogames and virtual reality. Riccardo Manzotti has a PhD in Robotics and degrees in The Philosophy of Mind and Computer Science. He teaches Psychology of Perception at IULM University, Milan, and has been a Fulbright Visiting Scholar at MIT. His area of study is AI, artificial vision, perception and, above all, the meaning of consciousness.

EVENT: THE 2020 EDITION OF THE MILAN MACHINIMA FESTIVAL IS NOW AVAILABLE ONLINE!

COLL.EO

From May 25th until the 30th 2020, the work of 25 different artists from 13 nations are exhibited online in 6 different programs. Click here to see the full lineup. Most of these works have never been presented in Italy before.

An official event of Milano Digital Week, the MILAN MACHINIMA FESTIVAL is organized in collaboration with GAMESCENES. Art in the age of video games and the M.A. in Game Design at IULM University. A follow-up to the 2016 exhibition GAME VIDEO/ART. A SURVEY, the festival brings to Milan idiosyncratic video works that lie at the intersection of video art, cinema, and digital games.

The 2020 MILAN MACHINIMA FESTIVAL is presented by FANTAGEMMA, Gemma Fantacci’s alter ego. In 2017, Gemma Fantacci received an M.A. in Arts, Markets and Cultural Heritage from IULM University and, in 2018, a Master of Arts in Game Design. Gemma’s passion include new media art, especially video games, machinima, and in-game photography. She is a regular contributor to ATP DIARY, an online magazine focusing on contemporary art.

Start watching now!

Follow the MILAN MACHINIMA FESTIVAL on Instagram & Twitter

NEWS: INTRODUCING THE 2020-2021 MASTER OF ARTS IN GAME DESIGN (WEBINAR)

COLL.EO

On May 13 2020, IULM School of Communication presented the full 2020-2021 Master program lineup. In this video, Matteo Bittanti and Fabio Montanari discuss the 2020-2021 Master of Arts in Game Design.

For additional information about the program, please contact us.


Il 13 maggio 2020, lULM School of Communication ha presentato ufficialmente l’offerta di Master 2020-2021. In questo video, Matteo Bittanti e Fabio Montanari raccontano il Master in Game Design 2020-2021.

Per ulteriori informazioni sul programma, non esitate a contattarci.

NEWS: THE 2020 MILAN MACHINIMA FESTIVAL GOES FULLY VIRAL

COLL.EO

We are happy to announce that the 2020 edition of the MILAN MACHINIMA FESTIVAL will take place online, due to the ongoing COVID-19 pandemic. From Monday 25 till Saturday May 30 2020, the entire program will be fully available on the MMF website.

This year, the work of 25 artists from 13 countries will be presented in 6 sections: GAME VIDEO ESSAY A, GAME VIDEO ESSAY B, THE WEIRD, THE EERIE, AND THE UNREAL plus three special programs (IN FOCUS).

The MILAN MACHINIMA FESTIVAL is part of the revamped Milano Digital Week 2020.

Click here to read the full program.


Siamo felici di annunciare che l’edizione 2020 del MILAN MACHINIMA FESTIVAL si svolgerà esclusivamente online per via della perdurante pandemia COVID-19. Da lunedì 25 a sabato 30 maggio, l’intero programma sarà interamente disponibile sul sito ufficiale del Festival.

Il programma dell’edizione 2020 include opere realizzate da 25 artisti provenienti da 13 nazioni suddivise in 6 sezioni: GAME VIDEO ESSAY A, GAME VIDEO ESSAY B, THE WEIRD, THE EERIE, AND THE UNREAL e tre approfondimenti (IN FOCUS).

Il MILAN MACHINIMA FESTIVAL è un evento ufficiale della Milano Digital Week.

Clicca qui per leggere il programma completo.

NEWS: INDIECADE 2020 CALL FOR SUBMISSIONS

COLL.EO

The IndieCade Curatorial Team has just shared a Call for Submissions for student and faculty projects for the 2020 edition of IndieCade Anywhere and Everywhere, which takes place October 16-24 2020 exclusively online. Here’s the gist:


IndieCade's 2020 flagship Festival is going virtual!

As a distributed event, this new format will open new doors for opportunities, participation and access. IndieCade Anywhere and Everywhere will be a multi-day distributed celebration of innovation and innovators, of fresh new games and their creators, of new connections and old, of coming together as a community and welcoming new voices, friends, partners, creators, supporters, and enthusiasts. As a virtual event, the event is more global than ever with game creators from more continents able to join us safely and without financial barriers. (…) Submissions are now open through June 1st. As always, we invite all kinds of interactive works and are especially interested in students works, completed or in-progress. (…) It is also important to us that there are no financial barriers and we are happy to work with each institution on a package deal or with individual students on financial aid options. All submissions also include a long list of benefits for submitting, importantly including a pass for each active team member to participate in IndieCade Anywhere and Everywhere’s special developer sessions, show-and-tell, networking and more.

Make sure to visit IndieCade website for more information about the submission process, including deadlines and fees.

NEWS: LUDONARRACON FESTIVAL (APRIL 24-27 2020, ONLINE)

COLL.EO

The 2020 edition of LudoNarraCon, a digital-only festival featuring narrative games developed by indie developers that will be available through Steam, is about to begin. The online event will showcase 40 game exhibitors and feature over 20 playable demos and 10 panels of game development discussions focusing on techniques, styles, and postmortems. Games on display include Sam Barlow’s Telling Lies, the sequel to cyberpunk bartender game VA-11 Hall-A, Kitfox’s unclassifiable Boyfriend Dungeon, Zachtronics’ Eliza, Apple Arcades’s killer apps like Neo Cab and Die Gute Fabric’s Mutazione, but also text-based horror game Beyond the Veil and cyberpunk point-and-click adventure Chinatown Detective Agency. All the streams for the event will go live at launch whereas panels will take place at different times during the entire weekend — and will be looped throughout LudoNarraCon’s duration.

For more information, visit LudoNarraCon website.