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NEWS

BOOK: INDEPENDENT BY DESIGN

COLL.EO

Independent by Design: Art & Stories of Indie Game Creation is a massive love letter to indie game development. Featuring more than 240 of interviews with twenty of the most creative, innovative, and fresh game design studios from all over the world, the book is a must read for anybody who cares about the art and craft of digital play. Written by two veteran journalists (Stace Harman and John Robertson), this impressive tome is splendidly edited and designed. Among the stars that grace these pages are Lucas Pope, messhof, Vlambeer, The Chinese Room, and many more. Available in different editions and prices, Independent by Design can be purchased here. 

All images courtesy of the authors.

EVENT: GAMES AS ARTS/ARTS AS GAMES

COLL.EO

GAME ARTHRITIS

GAMES AS ARTS/ARTS AS GAMES

@ The Poly 

24 Church Street

Falmouth, Cornwall, England TR11 3EG

United Kingdom

Curated by Tanya Krzywinska (The Games Academy) in collaboration with the MetaMakers

GAME ARTHRITIS, developed in collaboration with IOCOSE by GAME/PLAY Director and Professor Matteo Bittanti, will be exhibited at the upcoming group show GAMES AS ARTS/ARTS AS GAMES at Falmouth University between October 12 - 22 2016 alongside Alan Meades, Amanita Design, David Blandy & Larry Achiampong, Ian Gouldstone, Oliver Sutherland, and State Of Play.

LINKGAMES AS ARTS/ARTS AS GAMES

EVENT: PARALLEL WORLDS (NOVEMBER 25 2016, LONDON)

COLL.EO

GAME/PLAY professors Meg Jayant (GAME WRITING) and Auriea Harvey and Michall Samyn of Tales of Tales (GAME LAB & GAME CRITIQUE) will take part in a compelling event at the Victoria 7 Albert Museum on November 25, 2016.

Parallel Worlds: Designing Alternative Realities in Videogames

Friday, 25 November 2016

Victoria & Albert Museum, London, UK

Tickets: 35 punds (full price), 30 pounds (concession), 15 pounds (student)

Book Online: https://goo.gl/AR8ouS

Parallel Worlds will be taking place on Friday 25 November 2016 and will bring together a highly eclectic line up of leading designers, artists and thinkers whose work explores the ways in which videogames reflect and augment our reality. Speakers confirmed so far include Meg Jayanth (80 Days), Auriea Harvey and Michall Samyn of Tale of Tales (Cathedral in the Clouds), Laura Dilloway (Rigs: Mechanized Combat League), Keiichi Matsuda (Hyper-Reality), Simon Mann (Total War: Attila), Holly Gramazio (Matheson Marcault) and Pol Clarissou (Orchids to Dusk) with more to be announced in the coming weeks.

Full Speaker line up info is available here

This inaugural event will continue into the evening with a Parallel Worlds themed Friday Late where your reality will be further distorted with a host of arcades, workshops and demonstrations across the Museum.

The event is curated by Kristian Volsing, Research Curator, Videogames, Victoria and Albert Museum.

LINKParallel Worlds

WHEELS OF AURELIA IS A FINALIST AT INDIECADE 2016

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INDIECADE

The most important independent game festival in the world, INDIECADE, has just announced the 50 official nominees for the 2016 edition. Among the highlights are two Italian games RIOT - Civil Unrest and Wheels of Aurelia.

The former has been developed by IV Productions/Leonard Menchiari while the latter was produced by Santa Ragione. 

Other highlights include a game about the Holocaust (Keeping The Candles Lit), a game about #Feminism, a game about killer drones (Killbox), and game about Bad News

Read more here.

 

 

A PERFECT WOMAN ON XBOX ONE!

COLL.EO

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

MATTEO BITTANTI ON NO MAN'S SKY

COLL.EO

Matteo Bittanti, the director of GAME/PLAY, discusses No Man's Sky with Alessandro Longo on the latest issue of L'Espresso, Italy's most popular weekly magazine, highlighting the affinities between Hello Games' best-seller title and Santa Ragione's MirrorMoon EP.

You can read the full feature by clicking the image below (text in Italian).