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NEWS

Filtering by Tag: GAME ART

NEWS: MICHAEL SAMYN RELEASES COMPASSIE

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We are delighted to announce that artist, designer, and GAME ART professor Michaël Samyn HAS JUST released Compassie, an artistic software program for tethered VR.

Compassie is a virtual reality diorama with the theme of pietà. The player takes the place of the holy virgin holding the lifeless body of Christ. And she contemplates his death staring into an abyss of endless darkness. According to Samyn, Compassie “is about loss. An opportunity to mourn for the things that have disappeared. Or are about to disappear. On a personal level. But also on a global level. I believe we are living through a time of transition. What will need to be sacrificed for our salvation? How will our new lives be in the new world? How will we cope with all the things that will disappear? How can we mourn the enormous loss that we are in the process of experiencing"?”

Michaël Samyn is one half of Song of Songs, formerly Tale of Tales. Tale of Tales was the independent videogames studio of Auriea Harvey and Michael Samyn responsible for indie milestones such as The Endless Forest, The Graveyard, The Path and Luxuria Superbia. Compassie is the second release by Song of Songs, after Cricoterie in September 2018. Compassie is the first diorama published under the umbrella of the the ongoing Cathedral-in-the-Clouds project that was Kickstarted in November 2015 and for which the couple recently moved to Rome, Italy. Cathedral-in-the-Clouds aims to become a collection of contemplative pieces inspired by Christian iconography in art. Samyn teaches GAME ART alongside Auriea Harvey in the Master of Art in Game Design at IULM University.

Watch an extended trailer:

Read more about Compassie here.

NEWS: MEET OUR FACULTY: AURIEA HARVEY & MICHAËL SAMYN (A.A. 2020-2021)

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SIAMO FELICI DI PRESENTARVI UNA BREVE VIDEO CHAT CON AURIEA HARVEY & MICHAËL SAMIN CHE ANCHE QUEST’ANNO INSEGNANO GAME ART NEL MASTER OF ARTS IN GAME DESIGN DELL’UNIVERSITÀ IULM DI MILANO.

GAME ART will guide students in developing the look and feel of their games. An emphasis will be placed on a practical and experimental frameworks for individuals and small teams, with students approaching art direction and production as artists, moving laterally between all aspects of the pipeline, from research and outlining, to digital content creation in 2d and 3d. As an introduction to this approach, the course will start with a brief survey of video and computer graphics history and look at how artists and programmers have creatively incorporated the features and limitations of their tools and hardware as parameters of a visual language, or how they have side-stepped them altogether. Students will learn valuable skills in creating authored content, such as: how to imagine the player's experience inside your virtual world; using 3D software for modeling, rigging and animation, photogrammetry, 3D scanning and motion capture; and use of 2D software for imaging, digital painting, texturing, typography and UI work. Unique approaches for building Materials, Shaders, Lighting, and Effects, will also be emphasized in coursework, to exemplify the various alternative and creative ways to develop a visual style and atmosphere beyond photorealism.

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.

make games that matter

Nella stessa serie: PIETRO POLSINELLI (GAME WRITING)

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

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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: CORSI À LA CARTE

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CORSI A LA CARTE.png

Il game design è la tua passione, ma non sei in grado di iscriverti al Master of Arts? Nessun problema: quest’anno l’Università IULM offre quattro corsi completi e un workshop.

In aggiunta al Master of Arts in Game Design, l’Università IULM offre la possibilità di iscriversi ad alcuni corsi e workshop. Altamente professionalizzante, l’offerta formativa à la carte si rivolge 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 significativa sul campo. I requisiti sono una buona conoscenza dell’inglese e un laptop di fascia alta. Al termine di ogni modulo, gli studenti riceveranno un attestato di partecipazione. Sono previste offerte e agevolazioni per gli studenti che desiderano iscriversi a più moduli.

Quest’anno l’offerta formativa à la carte prevede i seguenti corsi: GAME STUDIO, GAME ART, GAME WRITING, GAME CAM e il workshop intensivo GAME SOUND.

Cliccate qui per conoscere tutti i dettagli dell’offerta


GAME DESIGN IS YOUR TRUE CALL, BUT YOU CAN'T SIGN UP FOR THE FULL MASTER OF ARTS? NO WORRIES: CHECK OUT THESE COURSES AND WORKSHOPS.

This year, students can enroll in selected courses and workshop. Highly professional, à la carte tracks are aimed at B.A. and M.A. students in art, media and communication, computer science, design or architecture, as well as professionals with significant experience in the field. The requirements are full proficiency in English and a high-end laptop. After completing each module, students will receive a certificate of participation. Students can enroll in multiple courses to take advantage of special offers.

Our à la carte courses include GAME STUDIO, GAME ART, GAME WRITING, GAME CAM, and the intensive workshop GAME SOUND.

Click here to learn more

For more information, please contact us via email at info.sdc@iulm.it or master.game@iulm.it

learn from the best.png

EVENT: GAME TALK #8_TATIANA VILELA DOS SANTOS (JUNE 5 2019)

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JUNE 5 2019/5 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

GAME DESIGN BEYOND SCREENS & JOYSTICKS

LANGUAGE: ENGLISH

Keyboards, mice and twin stick pads constitute an overwhelming majority of game controlling devices, while displays and speakers monopolize the rendering ones. Despite its obvious economic and ergonomic virtues, the standardization of physical interfaces closes creative doors and conceals a whole field of possibilities. Beyond screens and joysticks lies a world begging to be explored. There is a marginal but increasing number of games that forges ahead and breaks new ground in various fields from arcades to the ALT CTRL movement, escape rooms and new technologies based games. This talk will call into question the part of the game experience that is happening in the physical space, often taken for granted because based on generic devices and then attempt to chart this new territory with a UX design compass and Human-Machine Interaction's tools.

Tatiana Vilela dos Santos is a multi-award winning independent game designer and interactive artist based in Paris, France. All her works are part of her interactive multimedia project MechBird. She studied both game design and contemporary arts. She graduated a Bachelor's degree in Game Design from both public and private schools and obtained a Master's degree in Interactive Multimedia from the Sorbonne university. Since 2010, she designs, develops and builds experimental games based on new technologies or unique interfaces specially made for her games. Most of her games are created in artistic residencies and are meant to be played at events in various venues and not necessarily sold online or in shops. She teaches game and UX design in universities and middle-schools. She regularly speaks at conferences and festivals. All her exhibited works can be find on the website of her interactive multimedia project, MechBird.


IL GAME DESIGN OLTRE SCHERMI E JOYSTICK

LINGUA: INGLESE

Tastiere e mouse, joystick e joypad costituiscono la stragrande maggioranza dei dispositivi di controllo dei videogiochi, laddove monitor e altoparlanti monopolizzano l’output audio video. Senza sottovalutare gli intuibili vantaggi economici ed ergonomici, la standardizzazione delle interfacce limita le possibilità creative e occlude un vasto campo di sperimentazione. Aldilà degli schermi e dei joystick, esiste un intero mondo che attende solo di essere esplorato. Un numero ridotto ma crescente di pratiche ludiche - dagli arcade al movimento ALT CTRL, dalle escape room ai giochi basati su tecnologie emergenti - propone inedite modalità di interazione. Questo intervento mette in discussione l'esperienza ludica che ha luogo nello spazio fisico - spesso data per scontata poiché basata su dispositivi standard - e mappa il nuovo territorio utilizzando la bussola dell’interaction design e l’interazione uomo-macchina.

Tatiana Vilela dos Santos è una pluripremiata game designer indipendente e artista interattiva che vive e lavora a Parigi. I suoi lavori fanno parte del progetto multimediale interattivo MechBird. Ha studiato game design e arte contemporanea. Si è laureata in Game Design presso scuole pubbliche e private e ha conseguito un Master in Interactive Multimedia presso l'Università della Sorbona. Dal 2010 progetta, sviluppa e costruisce giochi sperimentali basati su nuove tecnologie e interfacce originali sviluppate appositamente per i suoi giochi. La maggior parte dei suoi giochi sono creati nel corso di residenze artistiche e sono pensati per una fruizione in eventi ad hoc, senza essere necessariamente commercializzati online o nei negozi. Tatiana insegna game e interaction design all’università e nelle scuole medie. Ha tenuto numerose conferenze e workshop. Tutte le sue opere multimediali sono visibili sul sito MechBird.


EVENT: GAME TALK #3: JOSEPH DELAPPE (MARCH 27 2019)

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GET READY FOR JOSEPH DELAPPE’S TALK ABOUT THE POLITICS OF GAMES AND THE GAMES OF POLITICS!

Tomorrow, Wednesday March 27, media artist and professor Joseph DeLappe will describe a lineage of creative projects and actions situated at the intersections of computer gaming, art/technology, and interventionist strategies engaging our geopolitical contexts. DeLappe will detail an approach to considering computer gaming environments online as a new type of public space; within which he has conducted a series of interventionist performances and actions, such as the 2006 project dead‐in‐iraq, to type consecutively, all names of America's military casualties from the war in Iraq into the America's Army first-person shooter online recruiting game. More recent projects include Elegy: GTA USA Gun Homicides (2018), a self-playing mod as a data visualizer of gun homicides in the United States as realized through this popular videogame.

Admission is free. Click here to register.


Domani, 27 marzo, l’artista e professore Joseph DeLappe descriverà progetti, interventi e azioni creative che si collocano all’intersezione tra videogioco, arte, tecnologia e politica in differenti contesti geopolitici. Secondo DeLappe, i videogiochi online rappresentano una nuova tipologia di spazio pubblico, un palcoscenico virtuale nel quale dare vita a performance di ogni tipo, tra cui dead-in-iraq (2006), che prevedeva l’inserimento via chat dei nomi delle vittime militari statunitensi della guerra in Iraq nel videogioco di reclutamento online America’s Army fino al recentissimo Elegy: GTA USA Gun Homicides (2018), una modifica del popolare action game di Rockstar Games, Grand Theft Auto V, che visualizza in tempo reale le statistiche sugli omicidi da arma da fuoco negli Stati Uniti.

L’ingresso è gratuito, ma la registrazione necessaria.

NEWS: TAMAS KEMENCZY JOINS THE M.A. PROGRAM IN GAME DESIGN AT IULM UNIVERSITY

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We are thrilled to announce that Tamas Kemenczy has joined the M.A. program in Game Design at IULM University. In the 2018-2019 academic year, Jake will teach GAME ART.

Tamas Kemenczy is co-founder and one-third of Cardboard Computer, an award-winning studio known for Kentucky Route Zero, where he does game design, visual art and graphics programming. His visual work on the game has received awards from both IGF and IndieCade, and has been shown at the Art Institute of Chicago, Victoria & Albert Museum, Museum of Pop Culture (EMP), and The Museum of the Moving Image. His visual art takes an art-historical approach, calling back to early video hardware and computer graphics efforts by artist-programmers. He has a BFA from the School of the Art Institute of Chicago, where he studied new media and art games. Read more about his work here.

GAME ART will guide students in developing the visual style for their games. An emphasis will be placed on a practical framework for individuals and small teams, with students approaching art direction and production as artist-programmers, moving laterally between all aspects of the pipeline, from research and outlining, to digital content creation, to shading and procedural graphics. As an introduction to this approach, the course will start with a brief survey of video and computer graphics history and look at how artists and programmers have creatively incorporated the features and limitations of their tools and hardware as parameters of a visual language, or how they have side-stepped them altogether. Students will learn valuable skills in creating authored content, such as using 3D CAD software for modeling, rigging and animation, and 2D software for texturing, typography and UI work. The DCC software we will be using in coursework, Blender and GIMP, are known for their prowess in scripting and students will learn to use these tools programmatically/procedurally as well. Shader programming will also be emphasized in coursework, to exemplify the various alternative and creative ways they can be used to develop a visual style and language beyond photorealism, which is already provided by Unity as a default.