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Filtering by Tag: lecture
PHOTOS: BEN BABBITT'S SOUND DESIGN WORKSHOP AT IULM UNIVERSITY
COLL.EO
On February 15 2019, Ben Babbitt shared his insights on sound design in a compelling lecture open to the general public.
The talk was followed by a hands-on workshop.
It looked like this:
Ben Babbitt is an artist and musician based in Los Angeles. Since 2013, he has provided the music and sound design for the award-winning episodic videogame Kentucky Route Zero, and recently completed the score to Amanda Kramer’s debut feature film Paris Window. As one third of the game studio Cardboard Computer, his work has been exhibited at the V&A Museum in London, the Museum of the Moving Image in NYC, the EMP Museum in Seattle, and the Art Institute of Chicago. His approach to composition and sound design embraces both naturalistic acoustic sound sources and heavily processed digital synthesis as the two ends of a spectrum of possibility.
EVENT: IULM MASTER DAY (13 GIUGNO 2013/JUNE 13 2018)
COLL.EO
Matteo Bittanti, Pietro Righi Riva and Paolo Tajè introduce the Master of Arts in Game Design, now in its second edition (Academic Year 2018-2019).
If you dream of becoming a game designer, this is the program for you!
The presentation is in Italian.
Matteo Bittanti, Pietro Righi Riva e Paolo Tajè introducono il Master of Arts in Game Design della IULM, giunto alla seconda edizione (Anno Accademico 2018-2019).
Se il tuo sogno è diventare un game designer, questo è il Programma che fa per te!
La presentazione è in italiano
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: 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)