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The teaching will be provided in this way:
- live collective lessons (via Microsoft Teams)
- video tutorials downloadable on demand;
- individual tutorship sessions.
It you teaches how to plan effectively all the phases of a design project, from conception to development, from communication to distribution. The students will work on the design and production itself, under the guidance of the instructor. This process will be complemented by classroom exercises, useful material readings, discussions and feedback from external designers and developers. Students will create and perfect their own projects, learn about different production roles, testing dynamics, audience types, platform characteristics and other practical design issues. The final project is to develop a playable video game. Among the topics covered by GAME PRODUCTION stand out the planning of the stages of research, pre-production, production, collaboration and distribution.
It examines the cultural and artistic relevance of video games, illustrating their key characteristics and analysing emerging and interdisciplinary approaches to design. Particular attention will be paid to the integration of knowledge and design methods from other critical and creative fields, such as game studies, cultural studies, media studies and contemporary art. GAME CONTEXTS encourages students to develop strategies to explore the most effective approaches to the development of their projects. Particular attention will be paid to the application of game design principles to the titles discussed in class and to the relationship between game design and cultural transformations. Each week, the teacher will present and discuss a series of seminal games. Students will participate in the analysis and contribute to the discussion. The topics covered in the classroom will then be used for the students' final projects.
The creation of effective narrative strategies for video games is one of the key issues in development processes. Narrative videogames act as a bridge between dramatic writing for theatre and cinema, television and game design as such, but they have odd and idiosyncratic features. GAME WRITING studies the role of text and writing in the design of a video game, illustrating how to build dialogues, interfaces and hypertext structures. The course combines a technical tutorial with a writing workshop. Students will learn the Ink writing language and integrate it into their projects. GAME WRITING provides for the analysis and in-depth discussion of videogames, electronic texts and hybrid and transmedia narrative forms.
GAME TECH explores the space of interaction between the digital and the physical worlds, extending the shared boundaries between hardware, software and user interfaces. Students will learn how to integrate multisensory channels and modes of interaction, connecting people, computers, objects and environments, within open hardware and software ecosystems (e.g., Arduino, Processing, Unity) for fast and user-friendly prototyping. During the course, each student will design and implement interactive digital and physical projects, with particular attention to the processing of environmental and biometric data for explicit and non-implicit user interaction (video games, art installations, intelligent objects, environments, Internet of Things, wearable objects, eye-tracking and BCI).
GAME STUDIO & GAME STUDIO BETA
GAME STUDIO is an intensive but highly rewarding course that provides students with all the tools and guidelines to create video games. Students will explore different programs, models and algorithms for game development. They will acquire practical skills by building playful experiences through themed exercises working mainly with Unity 3D, the most popular engine for creating video games. GAME STUDIO also includes a rapid prototyping phase, in which developers work feverishly to implement a large number of simple ideas to test their potential before undertaking the longer and more complex processes of production tout court. Not by chance, many successful titles were born in the form of a prototype created in less than a week. Each prototype will revolve around a theme and/or will be subject to specific technical constraints. Students will develop a range of rapid prototyping techniques and learn how to turn ideas into real games.
It examines the relationship between the film camera and the virtual camera used in video games and 3D animation. The course examines the rules of image composition, from the notion of film framing to how the conventions of Renaissance painting can be applied to video games. GAME CAM offers an overview of film techniques by tracing a trajectory starting with Orson Welles and culminating with Hideo Kojima. Particular attention will be paid to film grammar and editing in order to develop skills that allow students to produce a sequence, a machinima or a trailer. Students will learn to master advanced editing software and apply shooting rules in virtual environments. For their final project, participants will create a non-interactive video by appropriating and editing the sequences of a video game.
This intensive workshop illustrates the most effective techniques for creating music and sound design for video games, both on an individual level and working in a small team. The most common audio errors will be examined, highlighting areas often overlooked by game developers. One of the topics covered is the use of sound as a design tool, focusing mainly on the dynamics of player feedback, illustrating how audio can be useful during testing and pitching to create a sense of space and to better communicate the playful mechanics. The software used includes Audacity, Ableton Live, Unity.
GAME PLAN is structured in two macro areas. The first helps students to present their ideas in the most effective way, calibrating the presentation to the target audience: classmates, corporate events, festivals, conferences, workshops, potential investors or employers. The second focuses on self-promotion strategies in an increasingly crowded market. Placed in the final phase of the program, GAME PLAN provides the tools, skills and techniques that students need to create the best impact online and offline. Among the topics discussed are the planning and design of a presentation, slide design, storytelling, color palettes, image selection, performance, writing a CV, letter of introduction and management of own online presence.
Organised by the Master in Game Design at the IULM University, the GAME TALKS are presentations, performances and seminars supervised by world-renowned developers and theorists who celebrate the culture, art and creativity of video games and their creators. Lying at the intersection of game design, game art and game studies, GAME TALKS aim to stimulate, inspire and surprise. Each one is accompanied by a WORKSHOP solely for Master's students.
All events are free and open to the public, but registration is required