NEWS
EVENT: PIETRO GUARDINI AT IULM
COLL.EO
Master of Arts in Game Design
IULM University
June 27, 2018
gamedesign.university
PIETRO GUARDINI
GAMES USER RESEARCH: HOW TO AVOID THE DESIGNER'S FACEPALM
Designers have to tell in advance how gamers will comprehend, feel and interact with their games in order to craft successful gaming experiences and avoid frustration, doubts or uncertainty. And since user testing is a powerful tool to verify designers' intents and predictions, Games User Research is a powerful ally. In this workshop, I will show how the science of user testing made your favorite games perfect and I will provide attendees with takeaways they can use to improve their own projects.
Short Bio
Pietro Guardini is an independent Games User Researcher with a PhD in Experimental Psychology and 19 years of research experience. He started doing research on Human-Computer Interaction in 1999 in the academy and later he entered the gaming industry by introducing User Research activity in Milestone – the major videogame studio in Italy – and by supporting Management, Design and Marketing departments with research and testing on 20+ published titles. More recently he founded StopGuessing.it and today he assists several studios in developing their best gaming experience. He had the pleasure to present his work in several publications and talks, including the Game Developers Conference.
Read more at stopguessing.it
More photos here
VIDEO: GAME TALK #6: AAA COLLECTIVE
COLL.EO
JUNE 20 2018/20 GIUGNO 2018
Aula seminari
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
AAA COLLECTIVE
ACID GAMES
PLEASE RVSP
In this talk, members of the collective AAA (Merle Leufgen, Gabriel Helfenstein, Troy Duguid, Chloe Langford, Jessica Palmer) will present their work and reflect on their collaborative practices which intent to propose an alternative to the often accepted thinking that the way we live and organize society is the only possible way. The aim of the talk will be to show how games and collaborative exchange in game development can help break the inertia resulting from the perceived lack of possibles disrupting the current status quo - in our everyday lives as well as in the production of art.
Active in Berlin, the AAA Collective comprises artists, designers, and creators from all over the world. Its founding members are Merle Leufgen, a software artist, curator and independent researcher, Gabriel Helfenstein, a French transmedia artist, curator, and writer, Troy Duguid, and Australian artist working with game engines, and Jessica Palmer, a Canadian multimedia artist interested in neuroscience. For more information about AAA Collective, please click here.
VIDEO: GAME TALK #5: PIETRO POLSINELLI
COLL.EO
JUNE 6 2018/6 GIUGNO 2018
Aula seminari
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
PIETRO POLSINELLI
SURVIVING APPLIED GAMES
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Pietro Polsinelli is a game designer and developer, mostly working on applied games. Polsinelli has developed games for companies, public institutions, museums, and research centres on a wide spectrum of topics, from the safety of offshore platforms to family neglect and abuse prevention. Polsinelli has been developing software for more than 30 years and applied games since 2010. For more information, click here.
PIETRO POLSINELLI
COME SOPRAVVIVERE AI GIOCHI APPLICATI
Pietro Polsinelli presenta una vasta gamma di progetti videoludici che ha personalmente curato, soffermandosi sugli errori e le soluzioni specifiche al processo di gioco applicato, lavorando con esperti sul campo che spesso non hanno alcuna esperienza nel settore del videogioco. La presentazione descrive le fasi di (s)preventivo, ideazione, progettazione e produzione, fornendo strumenti concettuali e pratici per migliorare la qualità del processo e del videogioco risultante.
Pietro Polsinelli è un game designer e sviluppatore, impegnato soprattutto sui giochi applicati. Polsinelli ha sviluppato videogiochi per numerose aziende, istituzioni pubbliche, musei e centri di ricerca su temi eclettici e diversificati, dalla sicurezza delle piattaforme offshore alla prevenzione degli abusi familiari. Polsinelli sviluppa software da oltre trent'anni e giochi applicati dal 2010. Per ulteriori informazioni, cliccate qui.
EVENT: ANTONIO IODICE AT IULM
COLL.EO
In this talk titled "Influencer Marketing. Video Games and eSports" organized for the students of the Master in Marketing and Sports Communication and Master of Arts in Game Design at IULM, Antonio Iodice gave an in-depth overview of the new modes of production associated with Content Creators on YouTube and Twitch. Focusing on the so-called "anomaly of the Italian scene", Iodice discussed the rise of branded content and product placement on YouTube, the evolution of the agency model for YouTube celebrities, and the parasitical relationship between game publishers and Content Creators.
Antonio Iodice was one of the editors of Multiplayer.it where he worked between 2002 to 2015. In 2013, he became marketing manager of Multiplayer.it. Between 2015 and 2018, Iodice worked for Web Stars Channel, Italy's key web agency that signed, among others, Favij and the Mates. At Web Stars Channel, Iodice was Head of Gaming, Movies and Tech as well as a Commercial Coordinator. He was also the show-runner for a show on Sky One, produced a pop-up channel for Sky Atlantic and played the role of General Manager for the production of two documentaries broadcast by Sky Atlantic on eSports and cosplay.
In questa lezione tenuta per gli studenti del Master in Marketing e Comunicazione Sportiva e Master of Arts in Game Design intitolata "Influencer Marketing. Video Games and eSports", Antonio Iodice illustra l'evoluzione dei content creator italiani su YouTube e Twitch.
Contenuti:
Evoluzione comunicazione dalla comunicazione sulla stampa agli YouTuber;
Dalla passione al lavoro: analisi sul perché tanti dei media creator più famosi siano legati al mondo del gaming - evoluzione YouTuber - Content Creator - breve analisi dei mezzi e piattaformeIl linguaggio degli YouTuber e passaggio del target dalla TV a YouTube (come la tv stia provando a ricatturare il target perduto coinvolgendo i creator nei programmi per teen/tween/millennials)
Importanza del target nella selezione dei creator - regole per approccio, scelta del creator e rapporto con le agenzie (evoluzione del modello della web agency)
L'anomalia del mercato Italiano per il gaming/intrattenimento;
Branded Content, product placement, quali aziende e come.
Case History legate al gaming e oltre. Il problema della conversione. Creators al cinema con anche i recenti casi di Tonno Spiaggiato e Jackal-
Introduzione del mondo eSports e dei Twitcher. Differenze del mezzo e della figura rispetto ai creator. Difficoltà legate all'anomalia del mercato Italiano di cui sopra.
Modello di business e problematiche per le aziende che vogliono investire sul settore. Ruolo delle agenzie di Management ed economie.
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Antonio Iodice è stato uno dei caporedattori di Multiplayer.it dal 2002 al 2015, dal 2006 advertising e poi, dal 2013, marketing manager di Multiplayer.it. Dal 2015 è passato nelle fila di Web Stars Channel, l'agenzia nelle cui fila militano talenti come Favij e i Mates dove ah svolto il ruolo di Head of Gaming, Movies e Tech oltre che di coordinatore commerciale. In questa veste, Iodice ha seguito due stagioni di una trasmissione tv per Sky Uno, il lancio di un pop up channel per Sky Atlantic e ha svolto il ruolo di curatore generale per la realizzazione di due documentari sempre su Sky Atlantic sul tema dell'esports e cosplay.
EVENT: AFFINITY PROJECT AT IULM
COLL.EO
Today, Affinity Project's Creative Director Diego Ricchiuti and Gameplay Programmer Carlo Simetti gave a lecture for the students of the Master of Arts in Game Design. Based in Bergamo, Italy, Affinity Project is currently developing the "first ever donation game". Due for a Fall 2018 release, Don-Ay is an endless runner in which players guide cartoon animal characters through courses littered with hurdles, obstacles, and hazards, with a Tamagotchi-style mode allowing them to nurture for and customize their creature. The more the players engage with the game, the more they can raise money for charity through non-invasive, disruptive ways.
Affinity project, Don-Ay, 2018 (expected)
In the second part of the workshop, Diego and Carlo provided great feedback to the students who are now in crunch mode - their final projects are due by the end of July. Before launching Affinity Project, Diego worked at Techland and Ubisoft. Affinity Project was founded by Ivan Paris and now features a team of 10+ members. Their HQ is located in Bergamo.
Don-Ay
EVENT: GAME TALK #6: AAA COLLECTIVE
COLL.EO
JUNE 20 2018/20 GIUGNO 2018
Aula seminari
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
AAA COLLECTIVE
ACID GAMES
PLEASE RVSP
In this talk, members of the collective AAA (Merle Leufgen, Gabriel Helfenstein, Troy Duguid, Chloe Langford, Jessica Palmer) will present their work and reflect on their collaborative practices which intent to propose an alternative to the often accepted thinking that the way we live and organize society is the only possible way. The aim of the talk will be to show how games and collaborative exchange in game development can help break the inertia resulting from the perceived lack of possibles disrupting the current status quo - in our everyday lives as well as in the production of art.
Active in Berlin, the AAA Collective comprises artists, designers, and creators from all over the world. Its founding members are Merle Leufgen, a software artist, curator and independent researcher, Gabriel Helfenstein, a French transmedia artist, curator, and writer, Troy Duguid, and Australian artist working with game engines, and Jessica Palmer, a Canadian multimedia artist interested in neuroscience. For more information about AAA Collective, please click here.
MERLE LEUFGEN
Merle Leufgen (*1991) is a software artist, curator and independent researcher. Merle co-hosts and co-curates ąяţǥąʍ€$ Berlin, a bi-monthly event that strives to foster the application of digital technologies such as 3D graphics software and game engines in artistic contexts. She employs videogame and web technology, computer graphics and various internet platforms. Her current work explores non-human intelligence, ecology and emergent behaviours. She lives and works in Berlin.
GABRIEL HELFENSTEIN
Gabriel Helfenstein is a French transmedia artist and writer living in Berlin. His work ranges from experimental video games to hypertextual web-based fiction. He has curated several new media art festivals across Europe. His current work deals with the interactions between the organisations of neoliberal power and the human body.
TROY DUGUID
Troy Duguid (born 1990, Australia) is an artist working with game engines. Graduating from Queensland College of Art with a Bachelor of Animation with Honors, Troy’s early work were animated films, however as Troy discovered their work to be largely experienced online they found themselves dissatisfied with the replication of established analogue mediums. After graduating Troy began research into real-time graphics and interactivity for possibilities to create experiences accepting the unique characteristics and aesthetics of the digital medium, teaching themselves programming and computer graphics. In late 2015 Troy began ąяţǥąʍ€$ (which they now co-host and co-curate), a bi-monthly event exploring computer graphics and videogames as performative real-time art. His current work explores synthesis of audio/visual/interface to create expressive systems, input transforming a user’s subconscious bias into a performative instrument. Software as a malleable language in which the artist, the user and the audience all take part. Troy has exhibited work in Berlin and Moscow. He currently lives in Berlin.
JESSICA PALMER
Jessica Palmer is a Canadian living in Berlin. Her work ranges from interactive works created in game engines and performance software, to oil and watercolor paintings. Graduating from Sheridan Technical Institute, she has a degree in Illustration. She worked for 4 years as an illustrator and animator in Toronto, before changing course to interactive works using brainwave sensors, Unity Engine and TouchDesigner. She works in the experimental neurology department of Charité – Universitätsmedizin Berlin, creating neurogames & art installations controlled by the players' brainwaves. Jessica is inspired by neuroimaging technologies, brain computer interfaces, atmospheric horror games (no gore, plz), non-euclidean spaces, impossible collective experiences facilitated via technologies, internet grave digging, and doing no harm.
EVENT: GAME TALK #5: PIETRO POLSINELLI
COLL.EO
JUNE 6 2018/6 GIUGNO 2018
Aula seminari
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
PIETRO POLSINELLI
COME SOPRAVVIVERE AI GIOCHI APPLICATI
REGISTRAZIONE NECESSARIA
Pietro Polsinelli presenta una vasta gamma di progetti videoludici che ha personalmente curato, soffermandosi sugli errori e le soluzioni specifiche al processo di gioco applicato, lavorando con esperti sul campo che spesso non hanno alcuna esperienza nel settore del videogioco. La presentazione descrive le fasi di (s)preventivo, ideazione, progettazione e produzione, fornendo strumenti concettuali e pratici per migliorare la qualità del processo e del videogioco risultante.
Pietro Polsinelli è un game designer e sviluppatore, impegnato soprattutto sui giochi applicati. Polsinelli ha sviluppato videogiochi per numerose aziende, istituzioni pubbliche, musei e centri di ricerca su temi eclettici e diversificati, dalla sicurezza delle piattaforme offshore alla prevenzione degli abusi familiari. Polsinelli sviluppa software da oltre trent'anni e giochi applicati dal 2010. Per ulteriori informazioni, cliccate qui.
PIETRO POLSINELLI
SURVIVING APPLIED GAMES
PLEASE RVSP
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Pietro Polsinelli is a game designer and developer, mostly working on applied games. Polsinelli has developed games for companies, public institutions, museums, and research centres on a wide spectrum of topics, from the safety of offshore platforms to family neglect and abuse prevention. Polsinelli has been developing software for more than 30 years and applied games since 2010. For more information, click here.
VIDEO: foci + loci's TOPOS (full video: performance and Q/A)
COLL.EO
MAY 31 2018/31 MAGGIO 2018
Aula seminari 6:00 - 7:00 pm (18:00 - 19:00)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
AN EVENT PRESENTED BY THE MASTER OF ARTS IN GAME DESIGN AT IULM UNIVERSITY
FILMING AND GAME CAPTURE: LORENZO MOSNA
FOCI + LOCI
TOPOS
Topos is a long-term WIP and a game art performance combining a two-channel video projection of artist-built game spaces. The piece examines the cultural shift from the mechanized, topographic 20th century to the topological experience of the digital era through virtual, kinetic portraits. Subjects will include modernist artists concerned with time and movement such as F.T. Marinetti, Claude Cahun, Scott Joplin and others. Navigating custom game spaces in real time, the performers will explore the grand shift from the physical to the virtual.
foci + loci evolved through a fascination with the malleability of virtual space paired with an interest in electroacoustic improvisation leading the duo (Chris Burke and Tamara Yadao) to design spaces that could be “played” as instruments. foci + loci received a NYSCA grant for 2013 to develop their full scale game art performance installation ‘Bal(l)ade’. Tamara received an American Composers' Forum grant in 2015 commissioning the music for foci + loci's "Another Kind of Spiral" which premiered at Cluster Festival in Winnipeg with a performance at Centre Georges Pompidou following soon after. Other performances and exhibits include GAME VIDEO/ART. A SURVEY an official exhibition of the 21st Triennale of Milan, Vector Festival in Toronto, Babycastles, The Stone, and Joe's Pub in NYC. For more information, click here.
EVENT: GAME TALK #4: foci + loci
COLL.EO
MAY 31 2018/31 MAGGIO 2018
Aula seminari 6:00 - 7:00 pm (18:00 - 19:00)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan
AN EVENT PRESENTED BY THE MASTER OF ARTS IN GAME DESIGN AT IULM UNIVERSITY
FOCI + LOCI
TOPOS
PLEASE RSVP
Topos is a long-term WIP and a game art performance combining a two-channel video projection of artist-built game spaces. The piece examines the cultural shift from the mechanized, topographic 20th century to the topological experience of the digital era through virtual, kinetic portraits. Subjects will include modernist artists concerned with time and movement such as F.T. Marinetti, Claude Cahun, Scott Joplin and others. Navigating custom game spaces in real time, the performers will explore the grand shift from the physical to the virtual.
foci + loci evolved through a fascination with the malleability of virtual space paired with an interest in electroacoustic improvisation leading the duo (Chris Burke and Tamara Yadao) to design spaces that could be “played” as instruments. foci + loci received a NYSCA grant for 2013 to develop their full scale game art performance installation ‘Bal(l)ade’. Tamara received an American Composers' Forum grant in 2015 commissioning the music for foci + loci's "Another Kind of Spiral" which premiered at Cluster Festival in Winnipeg with a performance at Centre Georges Pompidou following soon after. Other performances and exhibits include GAME VIDEO/ART. A SURVEY an official exhibition of the 21st Triennale of Milan, Vector Festival in Toronto, Babycastles, The Stone, and Joe's Pub in NYC. For more information, click here.
Another Kind Of Spiral, composed by Tamara Yadao. Performed by foci + loci, BPI, Centre Pompidou, 2015.
In Ways Of Sitting WIP (2018, in progress) , foci + loci have developed interactive, virtual objects, modeled after Marcel Duchamp's readymades.