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

Filtering by Tag: GAME TALK

EVENT: ALAN KWAN (APRIL 22 2021)

COLL.EO

ARCHITECTURE AND MEMORIES IN VIDEO GAMES

April 22 2021

17:00 - 18:00, Online event

LANGUAGE: ENGLISH

Alan Kwan and Allison Yang Jing recently completed the experimental game Forgetter in collaboration with the French art collective DSLCOLLECTION. In the game the player works for a tech company that cleans all the trauma or dark memories in dead artist brains, and then recycles and sells these artistic brains to parents who want their newborns to be super creative but pain-free artists. This project combines the form of walking simulator games with a janitor cleaning mechanic to create a weird yet artistic interactive experience. In this talk, Alan will share about how the game concept was developed, as well as some ideas and design strategies for crafting unique psychological and intimate spaces in video games.

Alan Kwan is an artist, technologist, and researcher. He is primarily interested in exploring new artistic and technical possibilities of real-time 3D technologies and game engines that depart from the traditional video game paradigm and typical tech fantasies of AR/VR. His projects, including VR experiences and experimental video games were presented at international venues such as Ars Electronica Center in Austria, ZKM Centre for Art and Media in Germany, Museum of Contemporary Art Shanghai, etc. and were featured in media including Discovery Channel, Popular Science, and Boston Globe. Previously, Alan was awarded the first prize of the MIT Harold and Arlene Schnitzer Prize, Asian Cultural Council Fellowship, and the Hong Kong Arts Development Council Award for Young Artist (Media Art). One of his video games was acquired by the Hong Kong M+ Museum as part of its permanent collection. Alan holds a Master of Science in Art, Culture, and Technology from the Massachusetts Institute of Technology. He is currently exploring the construction of impossible architecture and psychological spaces in the virtual world. He also co-founded the independent video game label Sometimes Monastery with Allison Yang Jing.

EVENT: ANTHONY JANEAUD (APRIL 8 2021)

COLL.EO

KILLING YOUR DARLINGS

APRIL 8 2021/8 APRILE 2021

17:00 - 18:00, Online event

LANGUAGE: ENGLISH

Writing is hard. But also, it's easy and cheap — even more so for games — and you will have to do it for thousand of hours. What is important is not what you write but what you decide to keep and show to the world. And who else can make that decision than the person who wrote waaaaay too many words for his latest game? Narrative designer Anthony Jauneaud believes art is a very thoughtful process that requires preparation, focus, a lot of Excel spreadsheets and an absurd amount of improvisation. It sounds complicated, right? Anthony promises that there’s light at the end of the tunnel if you know how to look.

Born on Reunion Island, Anthony Jauneaud studied cinema and scriptwriting before rejoining Ubisoft in 2009. The first few years are not very fun, but soon he lands a job at Asobo Studio, working on Hololens games and the prototype for A Plague Tale... before moving to AAA territory. A year later, it’s time to do something else which eventually became the acclaimed Night Call, released in 2019. Since then, he opened up a narrative design agency, works on multiple projects, and writes way too much.

Watch Anthony’s talk here

EVENT: FLORENT MAURIN (MARCH 25 2021, ONLINE)

COLL.EO

florent maurin.png

TELLING A STORY THAT’S NOT YOURS

MARCH 25 2021/25 MARZO 2021

17:00 - 18:00, Online event

LANGUAGE: ENGLISH

The world is full of interesting and important stories to tell, and The Pixel Hunt, the studio founded by Florent Maurin, firmly believes that video games can be an effective medium to tell them. But this comes with several challenges. One of the biggest ones is: how do you properly and respectfully tell a story that is not yours? Taking the example of The Pixel Hunt’s acclaimed Bury me, my Love, a video game about a young Syrian woman trying to reach Europe in search of a better life, Florent will try to explain the rules set by the designers and abode by in order to be a voice in service of the people who are directly concerned with international forced migrations.

Florent Maurin graduated from Lille's journalism school in 2002. He then worked for Bayard Presse for ten years, first as a reporter then as editorial manager for Bayam, the group’ online offer for kids. In parallel, he created The Pixel Hunt, a video games studio with a focus on rich interactive news items and reality-inspired games. He is now working full time on this project. Among his clients are Lemonde.fr (France’s premiere news website), Radio France (national public radio), France Télévisions (national public TV). In 2017, the company introduced its first independent game, the critically acclaimed Bury me, my Love. Florent also gives courses on interactive design, game design and non-linear storytelling.

Watch the full video here.

EVENT: CYBERPUNK 2077: BEYOND GAMEPLAY (DECEMBER 9 2020)

COLL.EO

IMAGE courtesy of CD PROJEKT RED

IMAGE courtesy of CD PROJEKT RED

IULM Flow is an international project entirely in English, articulated in a series of talks, masterclasses and a summer school. The next installment, Cyberpunk 2077, beyond gameplay, features a conversation between Pierluigi Sacco and Pietro Polsinelli. The event will take place Wednesday 9th December at 4 PM, live on IULM's YouTube channel.

Cyberpunk 2077 is an open world adventure set in Night City, an American megacity obsessed with power, fashion and human augmentation. In addition to being one of the most awaited games ever, so much that the latest trailer has registered over 21 million views, Cyberpunk 2077 perfectly summarizes the cyberpunk philosophy and sensitivity born at the turn of the 1980s as a concentrate of collectivism egocentric generated by a techno-globalized future that fights in a “disorganized” way against the political-moral structures of the time: cosmetic surgery, music, shocking colors, exotic weapons, multiculturalism, crime and obsession with the digital matrix. After a long series of postponements, the video game will finally see the light on Thursday 10 December 2020. In the meantime, we will try to go deeper into this world in order to learn more about this socio-digital universe with the help of Pietro Polsinelli, game designer and developer who in the last twenty years has developed a lot of web applications and video games, as well as having written a book, created a blog, a YouTube channel and a podcast in which he presents his creations and comments on what happens in the gaming world.

Pietro Polsinelli is a game designer and developer, mostly working on applied games. He also teaches GAME WRITING in the Master of Arts in Game Design at IULM UNiversity. In the last twenty years, Pietro developed several web applications and video games, using a variety of languages, tools, and platforms (Java, C#, web apps, Unity3d) He co-authored a book on applied games in Italian, and is currently writing a book on applied games in English titled Explaining With Games. Among is most recent works is Football Drama, which received the Best Italian Debut Game at the 2020 Italian Video Game Awards. The follow up, Roller Drama, will be available in 2021.


IMAGE courtesy of CD PROJEKT RED

IMAGE courtesy of CD PROJEKT RED

IULM Flow è un progetto internazionale interamente in lingua inglese, articolato in talk, masterclass e summer school. L'ottavo talk, intitolato “Cyberpunk 2077, beyond gameplay”, si terrà online mercoledì 9 dicembre dalle ore 16:00 e prevede una conversazione tra Pierluigi Sacco e Pietro Polsinelli sul canale YouTube dell’Università IULM. Non è necessaria la registrazione per partecipare.

Cyberpunk 2077 è un'avventura a mondo aperto ambientata a Night City, una megalopoli americana ossessionata dal potere, dalla moda e dalle modifiche cibernetiche. Oltre a essere uno dei giochi più attesi in assoluto dal pubblico, tanto che l'ultimo trailer ha totalizzato oltre 21 milioni di visualizzazioni, Cyberpunk 2077 riassume perfettamente la filosofia e la sensibilità cyberpunk nata a cavallo degli anni ’80 come un concentrato di un collettivismo egocentrico generato da un futuro tecno-globalizzato che lotta in maniera “disorganizzata” contro le strutture politico-morali del tempo: chirurgia estetica, musica, colori shocking, armi esotiche, multiculturalismo, micro-criminalità imperante, ossessione della matrice digitale. Dopo una lunga serie di rinvii, il videogioco vedrà finalmente la luce giovedí 10 dicembre 2020. Nell'attesa, cercheremo di addentrarci nel mondo della rete per conoscere meglio questo universo socio-digitale con l'aiuto di Pietro Polsinelli, game designer e sviluppatore che negli ultimi vent’anni ha sviluppato numerose applicazioni web e videogiochi, oltre ad aver scritto un libro, creato un blog, un canale YouTube e un podcast in cui presenta le sue creazioni e commenta cosa succede nel mondo del gaming.

Pietro Polsinelli è un game designer e sviluppatore. Si occupa principalmente di giochi applicati (alias educativi).  Oggi insegna GAME WRITING nel Master of Arts dell'Università IULM. Negli ultimi vent’anni, Pietro ha sviluppato numerose applicazioni web e videogiochi, utilizzando un ventaglio di strumenti e piattaforme (Java, C#, web apps, Unity3d). È coautore di un libro sui giochi applicati in italiano e sta scrivendo un testo sui giochi applicati in inglese dal titolo Explaining With Games. Uno dei suoi giochi più recenti è Football Drama, che si è aggiudicato il titolo di miglior videogioco italiano d’esordio durante l’edizione 2020 degli Italian Video Game Awards.

EVENT: GAME TALK: JULIÁN PALACIOS (NOVEMBER 11 2020)

COLL.EO

SIAMO FELICI DI PRESENTARE IL GAME TALK DI JULIÁN PALACIOS GECHTMAN, L’AUTORE DEL PLURIPREMIATO VIDEOGIOCO INDIPENDENTE PROMESA.

L’evento si svolgerà l’11 novembre 2020 dalle ore 16:00 alle 17:00 esclusivamente online, su Microsoft Teams. L’evento - previsto per gli studenti e la faculty del Master of Arts in Game Design dell’Università IULM nonché per tutti gli alumni - prevede un numero limitato di ospiti. Per partecipare all’evento, inviare una richiesta attraverso Eventbrite.

Nato da una conversazione tra lo sviluppatore Julián Palacios Gechtman e suo nonno, Promesa è un videogioco contemplativo che consente al giocatore di attraversare sogni e ricordi. Frutto di quattro anni di sviluppo, Promesa è un'opera affascinante e poliedrica, che sfrutta appieno il potenziale poetico del mezzo videoludico. In questo talk, Julian racconterà il processo di sviluppo, dalle ispirazioni e dai punti di riferimento iniziali fino alla conclusione del progetto, a cui hanno partecipato anche Domiziano Maselli, Andrea Cedraro e Martín Palacios. Allo sviluppo ha partecipato anche Stefano Sanitate, ex-studente del Master of Arts in Game Design dell’Università IULM di Milano. Promesa è stato presentato al Tokyo Game Show 2020 (Tokyo, Japan), Game On: El Arte En Juego (Bueno Aires, Argentina) e Game Happens (Genoa, Italy). Il gioco è disponibile su Itch.io.

Julián è nato a Milano nel 1993 da una famiglia di immigrati dal Sud America. Ha studiato all’Accademia di Brera di Milano dove ha conseguito una Laurea in New Media e un Master of Arts in Multimedia Education. Nella sua pratica, utilizza lo spazio 3D per esplorare le connessioni tra memoria e realtà, tra fantasia e identità. La sua massima ambizione è di creare narrazioni audiovisive capaci di evocare una sensazione di realtà. Dopo aver realizzato diversi videogiochi sperimentali, nel 2016 ha cominciato lo sviluppo di Promesa. Nel 2017, insieme a Domiziano Maselli, ha fondato Eremo, un collettivo artistico che opera nel settore delle arti multimediali e performative.


logo.png

We are delighted to announce Julián Palacios Gechtman’s upcoming GAME TALK on the making of Promesa.

The event will take place online on Microsoft Teams on November 11 2020, from 4 pm to 5 pm, in Italian. Access to the live talk will be limited to the students and faculty of the M.A. in Game Arts. A selected number of guests will be able to join us as well, please register through Eventbrite.

Born from a conversation between developer Julián Palacios Gechtman and his grandfather, Promesa is a contemplative video game that allows the player to wander through dreams and memories. In this talk, the author will discuss the four year development process that led to the final work, from its original references and inspirations to the design evolutions during development which saw the involvement of Domiziano Maselli, Andrea Cedraro and Martín Palacios took. Stefano Sanitate, an alumnus of the M.A. in Game Arts, contributed to the development as well. Promesa has been exhibited at the Tokyo Game Show 2020 (Tokyo, Japan), Game On: El Arte En Juego (Bueno Aires, Argentina), and Game Happens (Genoa, Italy). The game is now available on Itch.io.

Julián was born in Milan in 1993 from a South American family who emigrated to Italy. He studied at the Brera Academy of Fine Arts, in Milan. He has a bachelor in New Media and a master in Multimedia Education. In his work, he uses 3D space to explore the connections between memory, fantasy and identity. His effort is aimed at creating audiovisual narratives that evoke a feeling of reality. After producing several short experimental video games, he began working on Promesa in 2016. In 2017, together with Domiziano Maselli, founded Eremo, an art collective that focuses on multimedia and performing arts.

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.

NEWS: GAME TALK #1: ELIZABETH MALER (FEBRUARY 26 2020)

COLL.EO

FEBRUARY 26 2020/26 FEBBRAIO 2020

18:00 - 19:00

Room 135/Aula 135

Università IULM (IULM 1, terzo piano)

Via Carlo Bo, 1

20143 Milan

PLEASE RSVP - REGISTRAZIONE NECESSARIA


GAMES THAT CHANGE LIVES: SOCIAL IMPACT DONE RIGHT

LANGUAGE: ENGLISH

Elizabeth Maler is the author of two, highly successful, indie social impact games, A Normal Lost Phone and Another Lost Phone: Laura’s Story. In her talk, Maler will share with the audience her innovative design philosophy and her approach to social impact games. The talk will provide useful, practical insights for aspiring game designers and for anybody who is interested in learning about what game can do beyond sheer entertainment. Maler will also address the artist’s responsibility to craft messages through gaming and how to respectfully represent themes, ideas, and above all, human beings.

Elizabeth Maler is a Games User Research specialist and video game author. She worked in Montreal in Canada as a producer and a Games User Researcher on indie games before becoming head of a playtesting lab in France. Over the years, she has helped dozens of indies all along their development cycle take user feedback into account and launch successful games. After creating the company Accidental Queens and releasing the two award-winning games A Normal Lost Phone and its spiritual successor Another Lost Phone: Laura’s Story, she left to create a new company, Abiding Bridge. She delivers presentations worldwide about the design of social impact games and shares her knowledge about user testing while highlighting the most common mistakes indie developers make while playtesting. She has been involved in several organizations advocating for minorities representation and women empowerment in and out of the video game industry. She teaches GAME WRITING in the 2019-2020 edition of the Master of Arts in Game Design at IULM University.


VITE IN GIOCO: L’IMPATTO SOCIALE DEL GAMING

LINGUA: INGLESE

Elizabeth Maler è l'autrice di due giochi indie di grande successo, A Normal Lost Phone e Another Lost Phone: Laura’s Story. Nel suo intervento, Maler condividerà con il pubblico la sua filosofia innovativa di desigo e il suo approccio nei confronti dei giochi ad impatto sociale. Il talk fornirà spunti utili e pratici per gli aspiranti game designer e per chiunque sia interessato ad apprendere il potenziale del gaming al di là del mero intrattenimento. Maler affronterà anche il tema della responsabilità dell’artista nel rappresentare temi, idee e, soprattutto, individui.

Elizabeth Maler è un’esperta nel settore della Games User Research e autrice di videogiochi. Ha lavorato a Montreal in Canada come producer e Games User Researcher nel settore indie prima di diventare responsabile di un laboratorio di playtesting in Francia. Nel corso della sua carriera, ha aiutato decine di indie a implementare le loro produzioni integrando il feedback degli utenti e a lanciare giochi di successo. Dopo aver creato lo studio Accidental Queens e prodotto due giochi pluripremiati A Normal Lost Phone e il suo successore spirituale, Another Lost Phone: Laura’s Story, ha fondato una nuova società, Abiding Bridge. Elizabeth ha tenuto conferenze e workshop in tutto il mondo sulla progettazione di giochi a impatto sociale e sugli errori che gli sviluppatori indie spesso commettono. È stata membro esecutivo di numerose organizzazioni che rappresentano le minoranze e difendono i diritti delle delle donne all’interno (e all’esterno) dell’industria videoludica. Insegna GAME WRITING nell’edizione 2019-2020 del Master of Arts in Game Design all’Università IULM.

NEWS: ANNOUNCING THE MASTER OF ARTS IN GAME DESIGN 2020 PUBLIC PROGRAMMING

COLL.EO

GAME+TALKS+2020.jpg

GAME TALKS 2020

February 26–June 17 2020 6.00 - 7.00 pm

Aula 135 (IULM 1, third floor)

Università IULM

Via Carlo Bo, 2

20143 Milan

official website

We are thrilled to share the exciting public series of GAME TALKS of 2020, featuring a cadre of designers, artists, and scholars.

The Master of Arts in Game Design at IULM University is pleased to announce its 2020 GAME TALKS series featuring designers, artists, critics, and scholars addressing issues concerning authorship, creativity, diversity, craft, immersion, and storytelling among others.

Curated by the Master of Arts in Game Design at IULM University, GAME TALKS consist of lectures, presentations, and performances celebrating the culture, art, and creativity of video games. Situated at the intersection of game design, Game Art, and game studies, GAME TALKS are meant to stimulate, inspire, and surprise. 

All lectures are free, open to the public upon registration and take place in Aula 135, located in the IULM main building. Check this page to confirm dates, times and locations for the lecture series and to register for free (seats are limited). Unless otherwise indicated, all lectures are in English.

Winter-Summer 2020 GAME TALKS schedule

February 26 2020: Elizabeth Maler, Games that Change Lives: Social Impact Done Right.

March 25 2020: Space Backyard, The minimalist narratives of everyday life.

April 1 2020: Dario D’Ambra, Language and dialogues: interaction and theatre.

April 15 2020: Mario von Rickenbach, Interactive Animation.

April 29 2020: Nicolai Troshinsky, Mixing the Media.

May 13 2020: Petri Purho, Noita: A post-mortem.

May 27 2020: Riccardo Mazzotti, What is the stuff virtual reality made of?

June 3 2020: Michael Manning, Developing with sound.

June 17 2020: Jennifer Schneidereit, First, do no harm: How we made a game of medical history.

The GAME TALK lecture series draws together artists, designers, and scholars from different disciplines to discuss game design methodologies and forms of inquiry at the intersection of gaming, art, design, and culture. Exclusive to the enrolled students of the Master of Arts In Game Design are GAME WORKSHOPS, where the speakers provide valuable feedback on their projects and suggestions on how to implement their approach to game development. Michael Manning’s workshop on sound design (June 17 2020) for games can be accessed by enrolling in a à la carte module. Click here for more information.


GAME TALKS 2020 final converted.jpg

GAME TALKS 2020

26 febbraio - 17 giugno 2020

18.00 - 19.00

Aula 135 (IULM 1, terzo piano)

Università IULM

Via Carlo Bo, 2

20143 Milano

pagina ufficiale

Siamo felici di annunciare la terza edizione dei GAME TALKS che porta a Milano designer, artisti e studiosi di fama internazionale.

Il Master of Arts in Game Design dell'Università IULM è lieto di annunciare i GAME TALKS 2020, una serie di conferenze, presentazioni e performance che celebrano la cultura, l'arte e la creatività dei videogiochi. Situati all’intersezione tra game design, Game Art e game studies, i GAME TALKS mirano a stimolare, ispirare e sorprendere. 

I talk sono gratuiti e aperti al pubblico, previa registrazione, e si svolgono nell'Aula 135, nell'edificio principale dell’ateneo. Visitate la pagina ufficiale per confermare date, orari e aula nonché per procedere alla registrazione (i posti a sedere sono limitati). Laddove non diversamente indicato, tutti i talks sono in lingua inglese.

Programma GAME TALKS 2020

26 febbraio 2020: Elizabeth Maler, Vite in gioco: l’impatto sociale del gaming.

25 marzo 2020: Space Backyard, Narrative minimaliste di trame quotidiane

1 aprile 2020: Dario D’Ambra, Linguaggio e dialoghi: interazione e teatro.

15 aprile 2020: Mario von Rickenbach, Animazione interattiva.

29 aprile 2020: Nicolai Troshinsky, Mixando i media.

13 maggio 2020: Petri Purho, Noita: un post-mortem.

27 maggio 2020: Riccardo Mazzotti, Di che cosa è fatta la realtà virtuale?

3 giugno 2020: Michael Manning, Sviluppare con il suono.

17 giugno 2020: Jennifer Schneidereit, Innanzitutto, non fare male: giocare con la storia della medicina.

A differenza dei GAME TALKS, aperti al pubblico, I GAME WORKSHOPS sono appannaggio esclusivo degli studenti iscritti al Master of Arts In Game Design, in cui i relatori forniscono agli studenti un feedback prezioso sui loro progetti nonché suggerimenti su come implementare le tecniche di sviluppo. Quest’anno è tuttavia possibile iscriversi al workshop di Michael Manning sul sound design per videogiochi (17 giugno 2020) acquistando un modulo à la carte. Clicca qui per maggiori informazioni.

EVENT: GAME TALK #9_ROBERT YANG (JUNE 19 2019)

COLL.EO

JUNE 19 2019/19 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

SEX IN GAMES

LANGUAGE: ENGLISH

If video games are art, and art should reflect our lives, then why aren't there more video games about sex and intimacy? OK, maybe sex isn't an important part of your life… But if it is, why do video games seem so bad at sex? In this talk, we will look at a wide variety of different sex games and think about some useful design patterns for sex games. Then we will consider the (many) institutions and barriers against sexual expression, across the game industry as well as the internet.

Robert Yang makes surprisingly popular games about gay culture and intimacy:he is most known for his historical bathroom sex simulator The Tearoom and his male shower simulator Rinse and Repeat. His gay sex triptych Radiator 2 has over 150,000 users on Steam. He is currently an Assistant Arts Professor at NYU Game Center, and he has given talks at GDC, IndieCade, Queerness and Games Conference, and Games for Change. He holds a BA in English Literature from the University of California at Berkeley, and an MFA in Design and Technology from Parsons School for Design.


IL SESSO NEI VIDEOGIOCHI

LINGUA: INGLESE

Se i videogiochi sono arte e se l'arte riflette la vita, perché quelli che trattano il sesso e l'intimità sono così rari? OK, forse il sesso non è una parte importante della tua vita… Ma se lo fosse, perché i videogiochi rappresentano questo tema in modo così sbagliato? In questo intervento, Robert Yang illustra le rappresentazioni del sesso nel contesto videoludico, descrivendo alcuni principi di design utili per sviluppare progetti sul tema e citando le (varie) istituzioni e barriere che limitano l'espressione sessuale, nell’industria videoludica e su internet.

Robert Yang sviluppa videogiochi sorprendentemente popolari sulla cultura e l'intimità gay: deve la sua fama al suo storico simulatore di sesso da bagno The Tearoom e al simulatore di doccia maschile Rinse and Repeat. Il suo trittico di sesso omosessuale Radiator 2 ha conquistato oltre 150.000 utenti su Steam. Assistant Arts Professor presso l’NYU Game Center, Robert ha tenuto conferenze alla GDC, IndieCade, Queerness and Games Conference, e Games for Change. Ha conseguito una laurea in letteratura inglese presso l’università della California a Berkeley e un MFA in Design e Tecnologia presso la Parsons School for Design.

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

COLL.EO

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.