Game design – Pink Noam http://pinknoam.com/ Fri, 26 Nov 2021 14:50:58 +0000 en-US hourly 1 https://wordpress.org/?v=5.8 https://pinknoam.com/wp-content/uploads/2021/10/default-120x120.png Game design – Pink Noam http://pinknoam.com/ 32 32 Banpu Public: Announces Winner of “Driving Electric Mobility Thailand” Board Game Design Competition; Aim to lead Thailand to a low carbon society https://pinknoam.com/banpu-public-announces-winner-of-driving-electric-mobility-thailand-board-game-design-competition-aim-to-lead-thailand-to-a-low-carbon-society/ Fri, 26 Nov 2021 04:30:03 +0000 https://pinknoam.com/banpu-public-announces-winner-of-driving-electric-mobility-thailand-board-game-design-competition-aim-to-lead-thailand-to-a-low-carbon-society/ Banpu Announces Winner of “Driving Electric Mobility Thailand” Board Game Design Competition; Aim to lead Thailand to a low carbon society Banpu Public Company Limited, in collaboration with Board Game Night (BGN), announceda winning team for this year’s board game design competition, under the theme “Driving Electric Mobility Thailand”. The competition which was part of […]]]>

Banpu Announces Winner of “Driving Electric Mobility Thailand” Board Game Design Competition; Aim to lead Thailand to a low carbon society

Banpu Public Company Limited, in collaboration with Board Game Night (BGN), announced
a winning team for this year’s board game design competition, under the theme “Driving Electric Mobility Thailand”. The competition which was part of the “Energy on Board by BANPU B-Sports Thailand” project chose “TU Next”, a team of students from Thammasat University who are the creators of the game “EV City” to be a winner, received a prize of 50,000 THB with the opportunity to produce his board game to further promote learning about electric vehicles in Thailand.

Mr. Apirak Kaewpoung, second year student of the Faculty of Liberal Arts, majoring in Geography, and Ms. Bampenporn So Ngoen, freshly graduated from the College of Interdisciplinary Studies, specializing in Data Science and Innovation, Thammasat University, two members of the ‘TU Next team who created the game “EV City” and received the first prize in the competition, said, “We were inspired by the government’s 30/30 policy to push Thailand to have a Zero Emission Vehicle (ZEV) of at least 30% of national vehicle production by 2030. This is the ‘one of the programs that will lead Thailand to become a low carbon country We researched more information and connected the dots between Thailand’s electric vehicle target and the global targets of the 26e Session of the United Nations Framework Convention on Climate Change (COP26), which focused on cooperation between various countries to work together to control climate change. We’ve seen that encouraging people to switch to electric vehicles is one of the practical ways to help control and mitigate global warming. In the EV City game, the player will play as a private electric vehicle company that produces electric vehicles for different types of customers with different requirements. Players should take into account the number of charging stations as well as the type of electric vehicles that customers would need. In addition, the actors will be able to switch and become the government that will put in place policies to support the industry and encourage consumers to use electric vehicles. The player who can get most consumers to use electric vehicles will be the winner. In this game, players will learn about different types of electric vehicles, details of electric vehicle production, resource management, as well as knowledge of taxes and government policies at the same time. ”

Mr. Rattapon Sukhunthee, Head of Corporate Communications of Banpu Public Company Limited, said, “This board game design competition enables the younger generation to show their potential through the design and development of board games that are both educational and fun. I think the participants have learned a lot about electric vehicles and accumulated experience gained in 3 months of this project and will be able to apply the knowledge to learn and work in the future. What I have found so interesting about the competition is the development of board games. With each turn, we saw that their board games were getting better and just plain better. Many teams can take on the challenge of creating board games that can creatively impart knowledge about the electric vehicle industry in Thailand through a fun and easy-to-understand game, as well as help raise awareness and stimulate the growth of electric vehicles in a stable and sustainable way in Thailand This is in line with the activities of Banpu which are evolving towards a greener and smarter strategy. The company has set a target that by 2025, more than 50% of EBITDA will come from greener energy and energy technology companies, of which electric mobility is also one of the most successful business units. important events that will lead Banpu to this goal, as well as being part of Thailand’s transition to becoming a low carbon society in the near future.

Mr. Natteethong Sakul-Eam, Managing Director of Banpu NEXT Company Limited, one of the judges of the final round said: “For this project, what is more important than the price is what the participants would win from this competition. It is not just about the reward that ‘they would get. It’s more about the experience and knowledge they had throughout the project. I think many teams learned about electric vehicles from many angles. As can be seen in many games, participants incorporated various factors that affect the growth of electric vehicle industry in Thailand. For example, some team has so well combined policies and government measures that encourage consumers to switch to vehicles electric vehicles in Thailand at their game or how a team combined the important topic of the COP26 summit which aims for net zero carbon emissions, which adopts environmentally friendly electric vehicles is one of the main engines. If the board games that they have created are actually developed and produced, I think the games will be beneficial in terms of promoting the understa. Introducing the electric vehicle industry in Thailand to the younger generation as well as the wider public.

For the results of this year’s board game design competition under the project “Energy on Board by BANPU B-Sports Thailand”, in addition to the TU Next team from Thammasat University who won the first prize, the “Singka Nak Kub – Dub Mon La Pid” team from Burapha University and Silpakorn University and the “Baby Driver” team from Khon Kaen University won the first and second respectively. second prize. In addition, two other teams that received honorable mention awards were “The Game Error” from Prince of Songkla University and King Mongkut University of Technology north of Bangkok and “RMUTT Boardgame Club” from the University. Rajamangala Technology Center from Thanyaburi. Together they won a total prize of over 120,000 THB.

For more information and the latest project news, please follow the BANPU B-Sports Thailand Facebook page: https://www.facebook.com/BanpuBSportsThailand.

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About energy on board by Banpu B-Sports Thailand

Banpu Public Company Limited organized BANPU B-Sports Thailand for the fourth year in a row, with the aim of supporting board games, a creative learning tool, to be more widely known, especially among younger generations because board games allow the development of essential soft skills. in current life and work. In 2021, the company is committed to improving the knowledge and understanding of “the development of the electric vehicle industry in Thailand and various factors affecting the use of electric vehicles in the country” for the younger generation and the general public. . Therefore, the “Energy on Board” project was organized to allow university students to participate in a board game design competition with the main topic “Driving Electric Mobility of Thailand”.

About Banpu

Banpu Public Company Limited is a multi-purpose international energy supplier with 3 main business groups: energy resources, power generation and energy technology in 10 countries – Thailand, Indonesia, China, Australia, Lao PDR, Mongolia, Singapore, Japan , United States of America and Vietnam.

For more information,
please contact Banpu Corporate
Communication team:

Duangkamol Saleerat
061-446-6698
duangkamol_s@banpu.co.th

Kittiyanee Srihiran
081-909-3003
kittiyanee_s@banpu.co.th

Disclaimer

Banpu pcl published this content on November 26, 2021 and is solely responsible for the information it contains. Distributed by Public, unedited and unmodified, on November 26, 2021 04:29:05 AM UTC.


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The essential basics of mobile game design https://pinknoam.com/the-essential-basics-of-mobile-game-design/ Wed, 24 Nov 2021 13:18:27 +0000 https://pinknoam.com/the-essential-basics-of-mobile-game-design/ Representative Image Image Source: G2 What makes a game popular? What are the factors that help it become one of the top downloads on mobile app stores? Here are a few things that go into designing a solid game, including the pointers that have helped today’s most popular games get to where they are. Responsive […]]]>
Representative Image Image Source: G2

What makes a game popular? What are the factors that help it become one of the top downloads on mobile app stores?

Here are a few things that go into designing a solid game, including the pointers that have helped today’s most popular games get to where they are.

Responsive design that adapts to all screen sizes

When you compare your smartphone or tablet to the person sitting next to you at work or on the train, you probably notice that they come in different sizes.

Even though they have the same screen size, they might display slightly different, either in terms of operating system or capacity. There are so many differences in the world of smartphone technology.

Adapting to these differences is the key to success in the world of mobile app design. You want your customers with an Apple phone or other product to benefit from their experience as much as users of Android products.

You want a person with a large tablet to have as much fun as a person using the app on their small phone or smartwatch. It can be tricky!

Tailoring your designs to meet all of these different needs is not as difficult as it sounds. You might be concerned about having to design a separate interface for each device.

Still, it’s more important to develop a single, simple interface that works well with platforms that render things differently on different screens.

These platforms are “responsive”, which essentially means that they change the presentation of graphics and other information depending on the type and size of the screen.

Responsive design is used all over the internet today to deliver consistently great results on websites and apps for users of every device.

Balance the unique and recognizable appearance

Another essential aspect of a successful mobile game design is an appearance that stands out from the crowd. But just enough to be interesting as the game needs to have a recognizable appearance that inspires intrigue and adoration, while still being identifiable no matter what type of game it is.

This balance is an essential part of continued success in a crowded market. For example, casino-style games should always be recognizable as traditional card games, slots, or other casino favorites.

Without this recognizability, a beautiful design won’t mean much to gamers. They won’t even download a game that they don’t recognize as belonging to their favorite category!

The online casino game review databases and sites in India reflect this. Players often register their favorite games of chance as the most recognizable. While beautiful graphics are a plus, a gaming fan will essentially skip games that aren’t easily identified as being based on the game.

There are so many other options for online casino gaming in India and elsewhere that it is imperative to be different but recognizable – and knowing how to walk that fine line is a crucial part of good game design. .

Highly usable and intuitive interface

Today’s world is all about inclusion. Every product in development today takes accessibility and usability into account during this process.

This is true even in the gaming industry, especially when it comes to mobile games.

Smartphones are now an integral part of everyday life and people with different types of disabilities and special needs use them. To make a game popular, you need to make it accessible to the entire potential market, including consumers.

An intuitive and user-friendly interface is one of them. Creating a game that is easy to access and play for everyone will result in a much higher user satisfaction rate and more downloads.

Addictive and viral

In everyday life, words like “addictive” and “viral” conjure up negative images. However, in the modern entertainment world, these are the two things you want your game to have!

When a small independent company launched a multiplayer game called “Among Us” in 2018, it generated relatively little buzz in the mobile gaming community. He had his fans but generally languished well below the Top 100 games for almost two years.

Then, in 2020, the game started to catch on when popular YouTube players started trying it out. Soon it was everywhere, and toys and other licensed products were also on hand to capitalize on the craze.

The meteoric rise of this game has shown that just being a fun and addicting game is not enough. You have to have both sides of the equation. Once it became a viral sensation, it became the most downloaded game of the year.

Preparing your game for this kind of viral popularity is essential because you never know when it might attract an unexpected buzz and take off on the charts!

Interactive or shareable on social media platforms

Multiplayer games have great potential to go viral because players can easily invite other people to participate. Doing this makes it easier to share new games and concepts endlessly, and before long they’re popular with entirely new groups of people.

If your game is not multiplayer, it may be more difficult to share. However, it is possible to equip any game to share scores and other achievements via social media. Even allowing players to update or post a status that says they’re playing your game helps spread the word – and make your game more popular without any extra work on your part!

It can be difficult to know exactly when or if a game will become one of the top ten downloads. But by following this formula of typical winning strategies, game designers can create fresh new ideas that stand a chance!


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The university’s concentration in game design and development creates multidisciplinary opportunities https://pinknoam.com/the-universitys-concentration-in-game-design-and-development-creates-multidisciplinary-opportunities/ Thu, 18 Nov 2021 08:00:00 +0000 https://pinknoam.com/the-universitys-concentration-in-game-design-and-development-creates-multidisciplinary-opportunities/ Led by Mehdi Mekni, Ph.D., an avid gamer with a personal and professional interest and background in game design and development, the new concentration brings together students from various specializations, allowing them to collaborate to create their own game. video. November 18, 2021 By Renee Chmiel, Office of Marketing and Communications The University offers a […]]]>

Led by Mehdi Mekni, Ph.D., an avid gamer with a personal and professional interest and background in game design and development, the new concentration brings together students from various specializations, allowing them to collaborate to create their own game. video.

November 18, 2021

By Renee Chmiel, Office of Marketing and Communications

The University offers a new concentration of game design and development.

When Emiliano Vega ’23 was in high school, he did an internship at IBM which helped spark his interest in game development. He had the opportunity to learn Python and write a program for a game, and he plans to turn his passion for the game into a career.

Now a computer science student at the University, Vega is pursuing a concentration in game design and development. This is a new program at the University – the first two courses offered this fall have quickly filled up – that informs, challenges and trains students like Vega to enter a technological field where technology is constantly changing. evolution.

Vega is currently following “Introduction to Game Development”, taught by Mehdi Mekni, Ph.D., the program coordinator.

“In Dr. Mekni’s class, I learned the game development process,” Vega said. “I love the work that has been entrusted to me and Dr Mekni gives excellent comments. ”

“The goal is for the students to have a sufficiently mature prototype… that they can present”

Associate Professor of Computing and Cybersecurity, Dr Mekni wants the University to be a kind of “one-stop-shop” for students interested in computing. He wants to make sure they find exactly what they’re looking for and that this concentration will provide another exciting option at the University – as well as programs like cybersecurity, computer engineering, and data science – for them. students.

An avid gamer in his own right, Dr. Mekni has a personal and professional interest in game design and development. His research and doctoral thesis focused on virtual environments and the interaction of actors within them, such as creating a virtual simulation of an evacuation to determine how long it will take. His professional experience also includes working for Ubisoft, a game design and development company.

“I got paid to do something I love,” he said. “I made games and I love games. I wanted the focus on game design and development to provide a path for students to do the same.

The Bachelor of Computer Science program with a concentration in Game Design and Development is nationally accredited by the Computer Accreditation Commission of the Accreditation Council for Engineering and Technology (CAC / ABET). It prepares students to become game designers and developers.

As part of the program, students will take courses such as “Extended Reality for Games”, “Applied Artificial Intelligence (AI) for Games” and “3D Modeling and Rendering”. They will complete an internship and collaborate with their classmates to create their own game, define the genre, create graphics and develop the story of the game.

“The goal is for students to have a prototype game that is mature enough for their portfolio that they can present to businesses and potential employers,” said Dr Mekni.

Image by Mehdi Menki, Ph.D.
Mehdi Mekni, Ph.D., is an avid gamer with a background in game design and development.
“Everyone can have a place in my class”

The concentration aims to provide students with a hands-on experience that will prepare them to apply for positions in game production or development companies around the world and to develop the knowledge and expertise to be able to create their own path. They will acquire an entrepreneurial spirit, preparing them to create their own games as independent developers.

A key element of concentration is that it is multidisciplinary. While offered as part of the Computer Science major, it is designed to include students of all majors and skill levels. “Introduction to Game Development,” a 200-level course, requires no computer training and covers the history of the game.

“I want students to know that anyone can have a place in my class,” said Dr Mekni. “The course will teach students the types of roles that a game development team needs to be successful. They need three things: art, science, and technology, and they need business knowledge. “

Students in fields such as computer science manipulate the mechanics of the game, for example. Games also need music, scenery, and avatar design, and some games require knowledge of history. Step into the majors of music, art and history. Business students come in to help with licensing, marketing, and making sure the game is profitable.

“Marketing actually plays an important role in the development of the game”

Luca Pietrangeli ’22, a marketer, follows “Introduction to Game Development”. His career goal is to own a business, and he once started a sustainable coffee business called Moose Coffee Co. An avid gamer, he was always interested in learning more about game design, and he took the course. to explore it further. He particularly appreciated the creative opportunities offered by the course.

“Marketing actually plays a big role in game development because it’s the primary way people will view your game,” he said. “This is how you learn more about the game, how you see the gameplay in it, and how you make money. All the concepts we learn in marketing are applied here, from social media marketing to target audiences and Demographics The class helps me look at my own business from different angles, and I could go through the game design process and apply it to my own business.

“I learned to take an idea for a game and to bring it to life”

Dr Mekni’s goal is to eventually develop a joint game design and development program involving BS and BA degrees to support students of the arts as well as science, technology and business – and provide them with opportunities. collaboration. It hopes to bring together students and faculty from various disciplines, and create exciting and practical opportunities for all students who want to learn more or pursue a career in gaming.

Vega, the computer science major, aspires to work as a front-end developer and he is considering mobile development paths. He is already convinced that he will be ready to excel.

“I learned to take an idea for a game and bring it to life,” he said. “This concentration will help me by teaching me to create web and mobile games.


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Indie Game Design: 11 Student Success Stories https://pinknoam.com/indie-game-design-11-student-success-stories/ Thu, 18 Nov 2021 04:52:29 +0000 https://pinknoam.com/indie-game-design-11-student-success-stories/ Indie Game Design: 11 Student Success Stories One of the best things as a game design student is that you can turn an idea during your college days into a game in the future. Many investors and design firms still notice student success and offer them the opportunity to hatch their concepts. However, there are […]]]>

Indie Game Design: 11 Student Success Stories

One of the best things as a game design student is that you can turn an idea during your college days into a game in the future. Many investors and design firms still notice student success and offer them the opportunity to hatch their concepts. However, there are many who choose to pursue their path independently.

Yes that’s right, it will require you to do some extra work. This can be especially difficult when you also need to prepare for tests and the like. However, thanks to online educational platforms, you can now ask write a research paper for me at WritePaper.com to answer theory-based homework. And now all you need is a little inspiration.

So here are some success stories from game designer students to motivate you.

1. Total chaos games

Total Mayhem Games, one of the leading independent game design companies, is the brainchild of a group of students from the Dutch university. Their first cooperative puzzle project, We were here, was released for free on Steam, which instantly became a hit. All three games in the series have been downloaded and played by over 50 million users around the world.

Due to this success, the team decided to release a commercial version of the game, and it didn’t take long for the game to be released on Xbox and Playstation as well.

2. Arvi Teikari, developer of Baba is You

Arvi is another successful freelance designer who pursued a career in game development while doing her Masters at the University of Helsinki. According to Teikari, being a student allowed him to cut some costs, which helped him put more work in games.

His Baba is You project was a success on several platforms and led Arvi to find more and more opportunities.

3. Paloma Dawkins, designer of the Gardenarium

Instead of taking the conventional collegiate approach, Paloma decided to do a residency and entered the National Film Board of Canada. After the success of her game Geranium, she pursued several projects with the Manchester International Festival and the V&A Museum.

Currently, she works as a game designer with partnerships with several institutes and receives remuneration from them, including UK arts funding.

4. Pol Clarissou, Creator of Vignettes

Pol Clarissou has made a name for himself in game arena via his creation Vignette, which stands out for its concept of transposing still life into interactive media. Gambling has caught the attention of many and has led to more jobs.

In fact, Vignettes was a product Pol designed during his student years. He was part of the team and the game was even released on the Apple App Store.

5. Kara Stone, creator of Ritual of the Moon

In 2013, Kara was a master’s student when she started game design. Her academic program was well funded, which gave her the opportunity to work on Medication Medication as part of her thesis, which is available online.

In 2014, she was working on another game called Ritual of the Moon. This earned him a Canada Arts Fellowship, which included a prize of CAD 10,000. The game is a 28-day narrative that explores aspects of loneliness, power, and healing. It combines a memory game, drawing symbols and making decisions that basically follow the mood of the user on a daily basis. The game is available for download online.

6. Starcats, Bradley University Senior Project

If you do a quick search for Starcats online you will see many mentions including the platforms this game has been featured on. This popular game started as a senior project at Bradley University. The game was shown at E3 and the team behind the project went on to set up their own business.

7. Cardboard Computer, Manufacturers of Kentucky Route Zero

Kentucky Route Zero is the brainchild of the three-man army of Jake Elliott, Tamas Kemenczy and Ben Babbitt. Together they launched Cardboard Computer which is currently working on the Kentucky Route Zero series.

The game was first developed when the three founders were students at the Art Institute of Chicago. The game offers a southern gothic atmosphere and soon takes off. Currently, the team is working on console versions of the game.

8. Alex Beechum, developer of Outer Wilds

In 2019, Alex Beechum was sought out by Mobius for his game Outer Wilds, which he developed as a graduate student of USD Games. This independent game developer is now the company’s creative manager, all thanks to his master’s project.

Outer Wilds is an interactive adventure game about a solar system trapped in an endless loop. It was first released for Microsoft Windows, then found its way onto Xbox One and Playstation, and is awaiting a Nintendo Switch release soon.

9. Undertale, created by Toby Fox

Independent developer Toby Fox rose to fame among game designers with his creation, Undertale. This game is presented as a game where you don’t have to kill anyone. Instead, you can choose to pacify the monsters by sparing them, which will affect the story and results more.

The notable feature of Undertale is that Toby Fox designed not only the story and the characters, but the soundtrack as well. In fact, the soundtrack of this game caught the attention of many players in the industry.

10. Celeste, created by Maddy Thorson

Celeste won the Best Indie Game award at the Game Awards and was developed by Maddy Thorson with Noel Berry and others. The game is considered a masterpiece and uses a trial and error platform with a hard-hitting storyline.

Although released independently, Celeste exceeded expectations and was acclaimed by all.

11. Minecraft, developed by Markus “Notch” Persson

And finally, if you need to remember how a fascinating indie game designer success story, then all you need to think about is your childhood days playing Minecraft. In fact, this masterpiece was created by Markus “Notch” Persson, an independent developer at the time.

In 2014, Microsoft purchased Mojang Studio. However, Minecraft continues to remain a titan in the gaming space and is the top selling product in the niche.

Become a freelance game designer

These days, you don’t even have to graduate from a reputable university to pursue your chosen field. To become a freelance game designer, you now have a lot of resources available through the internet and a global platform to showcase them.

One thing that is common to most of these success stories is that these designers have developed projects within limits. Or, in other words, once you start working on a game, it’s easy to get carried away and try to make improvements, only to leave them unfinished. This tendency is quite common to all artists.

However, it may be in your best interest to keep it simple. Start with a project that you have actually completed. The more games you make this way, the more you will learn. And luckily, once you have received information, there is always the possibility of releasing new versions or improving them.

Most importantly, remember that you also have to think like a businessman and a marketer. You have to release your games, even if it’s free at first. And always take advantage of jamming events, competitions and other opportunities to connect with more people, which will make you more visible.


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Concept Art House partners with Genopets to reinvent the design of AAA mobile games through personalized and scalable NFTs https://pinknoam.com/concept-art-house-partners-with-genopets-to-reinvent-the-design-of-aaa-mobile-games-through-personalized-and-scalable-nfts-2/ Tue, 16 Nov 2021 14:00:00 +0000 https://pinknoam.com/concept-art-house-partners-with-genopets-to-reinvent-the-design-of-aaa-mobile-games-through-personalized-and-scalable-nfts-2/ Represents premieres in both NFT Move-to-Earn mobile games, as well as the ability to increase characters SAN FRANCISCO, November 16, 2021 / PRNewswire / – Concept Art house (CAH), a leading developer and publisher of content for some of the world’s best-known NFTs and video games, is honored to partner with Genopets, the first Free-to-Play […]]]>

Represents premieres in both NFT Move-to-Earn mobile games, as well as the ability to increase characters

SAN FRANCISCO, November 16, 2021 / PRNewswire / – Concept Art house (CAH), a leading developer and publisher of content for some of the world’s best-known NFTs and video games, is honored to partner with Genopets, the first Free-to-Play game, Move-to-Earn NFT, in their quest to bring AAA game quality artwork to the Genopets.

Tackling a game design challenge that has never been executed before, the new interactive, blockchain-based game – built on Solana – reinvents and reinvents the way players act, via unique and distinct NFTs which evolve according to the actions of the players.

Unlike traditional mobile game artists who have the luxury of designing a finished set of characters, Genopets delivered a spirit animal that is each player’s unique reflection by approaching the design via sophisticated 3D models (as opposed to standard JPEGs) that allow the art to become more beautiful as players interact, allowing in fact to Genopet NFTs to accumulate value based on, idiosyncratic personalization.

“Our team has meticulously created an anatomically designed system that allows for a wide range of permutations so that each Genopet can be unique for each player,” said Benjamin Tse, CPO and co-founder of Genopets. “Genopets are designed to be completely modular and are procedurally generated and upgraded to evolve as players interact with the game, essentially allowing users to become full-fledged virtual graphic designers. “

“We are excited to be working alongside the Genopets team and the innovation behind the move-to-earn ecosystem will create increased demand in the NFT space and enthusiasm for digital assets,” said CAH CEO . James zhang. “This game embodies the promise of Web 3.0, and among the thousands of games we have participated in, this concept is particularly exciting and we can only imagine how appealing it will be to users.”

The number of permutations that Genopets builds is in the millions, highlighting the volume of work required to scale, deliver and execute the creation of a unique spirit animal with 12 different body parts for each player, 77 levels and 12 stages of evolution. This system currently consists of a body, head, ears, eyes, horns, manes, tails, wings, antennae, emblems, light lines, and accessories combined to create an almost endless number of unique Genopets. This design enables everything in an aesthetic way, regardless of the combination, and endless customization is only possible with a powerful partner like CAH, who provides high caliber graphics and artwork to the scale of some of the most well-known names in entertainment. and works to bring Genovere to life through a strong vision and versatile experience in the gaming industry.

About Concept Art House
Since 2007, Concept Art House (CAH) has provided artwork to some of the world’s most popular and successful game companies. CAH has shipped over 1,000 games and collectibles with the most influential brands in gaming, entertainment, and digital assets / NFT, many of which have reached top rankings on iTunes, Google Play, Steam, OpenSea and console markets. CAH is proud of its successes and its team of world-class art directors, dedicated producers and talented artists who bring decades of expertise in digital entertainment, technology and creative services to our partners. CAH has created works of art for gaming franchises such as: Call of Duty Mobile, Fortnite, Game of Thrones: Conquest, Hearthstone, League of Legends, Magic: The Gathering, Marvel: Contest of Champions, NBA 2K series, ROBLOX, PUBG and much more. CAH is headquartered in San Francisco with offices in Shanghai and Chengdu. Visit us at www.conceptarthouse.com

Join the CAH community:
Twitter: https://twitter.com/conceptarthouse
Discord: https://discord.com/invite/CcqRzY8xPd
Instagram: https://www.instagram.com/conceptarthouse/
Facebook: https://www.facebook.com/Conceptarthouse/

About Genopets
Genopets is the first Free-to-Play, Move-to-Earn NFT game that makes living an active lifestyle fun and rewarding. Built on Solana, Genopets integrates your daily activity into real life with the Play-to-Earn blockchain economy so you can turn your real stocks into expansive play and earn crypto while doing so. Summon your Genopet and start moving to start exploring and evolving together.

Join the Genopets community:
Public beta waitlist: https://genopets.me/#connect
Twitter: https://twitter.com/genopets
Discord: https://discord.gg/genopets
Instagram: https://instagram.com/genopets
Reddit: https://www.reddit.com/r/genopets/

Media contact
Matt Yemma, Peak strategies
myemma@peaksstrategies.com

Cision

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Concept Art House partners with Genopets to reinvent the design of AAA mobile games through personalized and scalable NFTs https://pinknoam.com/concept-art-house-partners-with-genopets-to-reinvent-the-design-of-aaa-mobile-games-through-personalized-and-scalable-nfts/ Tue, 16 Nov 2021 14:00:00 +0000 https://pinknoam.com/concept-art-house-partners-with-genopets-to-reinvent-the-design-of-aaa-mobile-games-through-personalized-and-scalable-nfts/ SAN FRANCISCO, November 16, 2021 / PRNewswire / – Concept Art house (CAH), a leading developer and publisher of content for some of the world’s best-known NFTs and video games, is honored to partner with Genopets, the first Free-to-Play game, Move-to-Earn NFT, in their quest to bring AAA game quality artwork to the Genopets. Tackling […]]]>

SAN FRANCISCO, November 16, 2021 / PRNewswire / – Concept Art house (CAH), a leading developer and publisher of content for some of the world’s best-known NFTs and video games, is honored to partner with Genopets, the first Free-to-Play game, Move-to-Earn NFT, in their quest to bring AAA game quality artwork to the Genopets.

Tackling a game design challenge that has never been executed before, the new interactive, blockchain-based game – built on Solana – reinvents and reinvents the way players act, via unique and distinct NFTs which evolve according to the actions of the players.

Unlike traditional mobile game artists who have the luxury of designing a finished set of characters, Genopets delivered a spirit animal that is each player’s unique reflection by approaching the design via sophisticated 3D models (as opposed to standard JPEGs) that allow the art to become more beautiful as players interact, allowing in fact to Genopet NFTs to accumulate value based on, idiosyncratic personalization.

“Our team has meticulously created an anatomically designed system that allows for a wide range of permutations so that each Genopet can be unique for each player,” said Benjamin Tse, CPO and co-founder of Genopets. “Genopets are designed to be completely modular and are procedurally generated and upgraded to evolve as players interact with the game, essentially allowing users to become full-fledged virtual designers.”

“We are excited to be working alongside the Genopets team and the innovation behind the move-to-earn ecosystem will create increased demand in the NFT space and enthusiasm for digital assets,” said CAH CEO . James zhang. “This game embodies the promise of Web 3.0, and among the thousands of games we have participated in, this concept is particularly exciting and we can only imagine how appealing it will be to users.”

The number of permutations that Genopets builds is in the millions, highlighting the volume of work required to scale, deliver and execute the creation of a unique spirit animal with 12 different body parts for each player, 77 levels and 12 stages of evolution. This system currently consists of a body, head, ears, eyes, horns, manes, tails, wings, antennae, emblems, light lines, and accessories combined to create an almost endless number of unique Genopets. This design enables everything in an aesthetic way, regardless of the combination, and endless customization is only possible with a powerful partner like CAH, who provides high caliber graphics and artwork to the scale of some of the most well-known names in entertainment. and works to bring Genovere to life through a strong vision and versatile experience in the gaming industry.

About Concept Art House
Since 2007, Concept Art House (CAH) has supplied artwork to some of the world’s most popular and successful game companies. CAH has shipped over 1,000 games and collectibles with the most influential brands in gaming, entertainment, and digital assets / NFT, many of which have reached top rankings on iTunes, Google Play, Steam, OpenSea and console markets. CAH is proud of its successes and its team of world-class art directors, dedicated producers and talented artists who bring decades of expertise in digital entertainment, technology and creative services to our partners. CAH has created works of art for gaming franchises such as: Call of Duty Mobile, Fortnite, Game of Thrones: Conquest, Hearthstone, League of Legends, Magic: The Gathering, Marvel: Contest of Champions, NBA 2K series, ROBLOX, PUBG and much more. CAH is headquartered in San Francisco with offices in Shanghai and Chengdu. Visit us at www.conceptarthouse.com

Join the CAH community:
Twitter: https://twitter.com/conceptarthouse
Discord: https://discord.com/invite/CcqRzY8xPd
Instagram: https://www.instagram.com/conceptarthouse/
Facebook: https://www.facebook.com/Conceptarthouse/

About Genopets
Genopets is the first Free-to-Play, Move-to-Earn NFT game that makes living an active lifestyle fun and rewarding. Built on Solana, Genopets integrates your daily activity into real life with the Play-to-Earn blockchain economy so you can turn your real stocks into expansive play and earn crypto while doing so. Summon your Genopet and start moving to start exploring and evolving together.

Join the Genopets community:
Public beta waitlist: https://genopets.me/#connect
Twitter: https://twitter.com/genopets
Discord: https://discord.gg/genopets
Instagram: https://instagram.com/genopets
Reddit: https://www.reddit.com/r/genopets/

Media contact
Matt Yemma, Peak strategies
[email protected]

SOURCE Concept Art House



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Dark Souls’ influence on game design refuses to die https://pinknoam.com/dark-souls-influence-on-game-design-refuses-to-die/ https://pinknoam.com/dark-souls-influence-on-game-design-refuses-to-die/#respond Wed, 10 Nov 2021 17:16:31 +0000 https://pinknoam.com/dark-souls-influence-on-game-design-refuses-to-die/ After ten years, we might have expected the time of Dark Souls to fade away, like the Age of Fire in the game itself. One of the reasons he and his console-exclusive predecessor Demon’s Souls had the impact they had is that they felt refreshing and different from anything on the market. at the time. […]]]>

After ten years, we might have expected the time of Dark Souls to fade away, like the Age of Fire in the game itself. One of the reasons he and his console-exclusive predecessor Demon’s Souls had the impact they had is that they felt refreshing and different from anything on the market. at the time. Now they’re familiar, and many of the mechanics that made them stand out have been compartmentalized and performed by hundreds of other studios. Soulslikes are now part of the video game establishment.

Still, the flame burns brightly, and the term “Soulslike” is still enough to pique interest. FromSoftware’s continued efforts to revamp their own formula with Bloodborne, Sekiro, and perhaps more drastically with Elden Ring, helped stoke the flames. But Souls’ continued appeal has also been aided by other studios around the world, creating Souls inspired games that combine original visions with the challenges and atmosphere we aspire to.

One of the most prominent studios is Deck13, best known for Lords of the Fallen, The Surge and its sequel. The Frankfurt-based studio’s action-RPG roots, however, can be traced back to 2009’s Venetica, and his subsequent work built on the foundations he laid at the time, while also incorporating specific Soulslike elements.

What particularly stood out about Souls games for Deck13 Creative Director Jan Klose was the way they handled combat, with an emphasis on timing, precision and flexibility. “They’re a great benchmark for games that work with close-quarters combat gameplay,” he says, and in an era when many great games focused on cinematic experiences, it made sense to try something different. “We believe that play is about choice and learning to improve your skills,” adds Klose.

At the same time, Klose doesn’t see Souls games as a role model to follow completely. “We were mostly inspired by precision and skill-based aspects of the game,” he says, “but other things didn’t seem to be our cup of tea. I think a lot of games can learn from a Soulslike, but incorporate the parts that work best. This is an approach that is clearly visible in The Surge, one of the few Soulslike games to move away from a dark fantasy setting.

Dark Souls Remastered Dark Souls Remastered Dark Souls Remastered Humble $ 39.99 Buy now Network N earns an affiliate commission on qualifying sales.

With this sort of selective approach, Klose sees no reason why Soulslike games should run out of steam. “I think Dark Souls and its successors just broadened the horizons of a lot of game developers and helped bring back challenge-based games, as opposed to just ‘touring’ by clicking on it,” he says. “I think it was a welcome development for the players, and one that’s here to stay.”

Other studios, like OverBorder, are new to the Soulslike scene. Its flagship title, Thymesia, is due out in December, and given the likes of this seven-member team from Taiwan, it was inevitable that they would find inspiration in Souls. “There is so much to love about games from FromSoftware,” says game designer Ross Huang. “Some members of the development team have logged over 1,000 hours in Dark Souls on Steam.”

Game inspired by Dark Souls, Thymesia

They are especially drawn to the ups and downs of a good soul journey. “We love the idea of ​​learning by doing, of mastering combat and the feeling of accomplishment when you finally beat an enemy you’ve been fighting with for a while,” Huang said. “For the development team, these are the most important factors of a Soulslike; we wanted to capture that in Thymesia.

When Demon’s Souls first came out, I felt like he cared about nothing more than providing the experience he intended to have.

Jonathan costantini

Co-founder, Fallen Flag

So how does the team set Thymesia apart? “For the most part, Soulslike games include slow, deliberate fighting,” Huang explains. “With Thymesia, we wanted the fight to be faster and more precise.” In other words, there’s a bit of Sekiro in the mix, but Huang also emphasizes the game’s customization and building options. “We’ve included talent trees that can be unlocked as you go. as you progress through the game, “he says,” like the ability to string together longer combos or replace your parry with defense so you don’t have to worry about timing. “

Most intriguing, however, is how Thymesia’s themes of disease and alchemy will infect her systems, such as the protagonist Corvus able to wield “plague weapons” or enter in the form of a ” Crow”. Plague Weapons, which Huang says can be stolen from enemies, will allow for special abilities and attacks alongside your regular arsenal, hopefully combining complex action game combos with challenge and l mood of a Soulslike.

Of course, not all Soulslike games are 3D RPG action games. Over the past few years, many studios have translated the Soulslike formula into two dimensions. The results are often akin to classic Metroidvania games with which Dark Souls has always shared a family resemblance. Some, however, have tried a different twist, like this year’s Eldest Souls, a Souls-inspired boss racing game with an isometric perspective.

Isometric game inspired by Dark Souls, Oldest Souls

Eldest Souls is the debut game from Rome-based indie games studio Fallen Flag. For co-founder Jonathan Costantini, FromSoft’s Souls series has been a long-term influence. “During my teenage years, the gaming industry slowly began to shift towards more ‘commercial’ development processes,” he explains. “When Demon’s Souls came out, I felt like it didn’t really care about anything besides providing the experience it was meant to be. For me, it was love at first sight.

This flame still has not gone out. “Demon’s Souls and FromSoftware’s successors will always be my favorite games,” says Costantini, and he’s not concerned that certain aspects of the formula may have been overused. “Honestly, I don’t think I’ve gotten to the point yet where I find these elements too familiar,” he says. “I still love them and appreciate them when I find them in new Soulslikes.”

Related: Check out our preview of Elden Ring gameplay

As for Eldest Souls, “we just took pieces from our favorite games and tried to give them our own spin.” It has the dark tone of Souls and tense battles, but structurally, as a boss game, it’s quite different, swapping RPG-style leveling for simple yet flexible upgrades. “Fortunately, we have found a new mix of all of these elements to make our game stand out enough in the market,” says Costantini.

With many developers embracing this range of approaches, it looks like Soulslike’s design is healthy. Yet one concern that always seems to haunt these games – one aspect of them that, most notably, every developer we’ve spoken to – is their difficulty. The name Souls is synonymous with a tall order, which comes up against growing gaming expectations to accommodate a wide range of skill levels. Will Soulslike games always have an air of exclusivity for so-called “hardcore” players?

Soulslike Elder Souls Isometric Game

For Fallen Flag, it was important not to alienate the players, but they didn’t go so far as to offer lower difficulty levels. “From a Studio perspective, the challenge is everything,” says Costantini. “Making the game too easy makes it trivial, while making it too difficult causes players to quit before getting into the thick of it.”

We love the idea of ​​learning by doing and mastering combat

Ross huang

Game Designer, OverBorder

Rather, they hoped to ease the process of player onboarding by removing the ruthless and opaque welcome associated with the Souls format. “The difficulty of setting was probably the most difficult challenge for an inexperienced team like ours,” said Costantini. “Although we provide a good tutorial, I think the game is very difficult, ranging from the early game experience to the complete sadistic madness of NG + racing.”

OverBorder also thinks that a fixed level of challenge is crucial, but the goal wasn’t just to make a tough game. “We want people to go to Thymesia and learn about the different enemies and the best way to counter them,” Huang said. With that in mind, there should be methods in the game to alleviate potential blockages. “Different plague weapons are more effective in different situations and trying potions with different effects can turn the tide quite drastically,” he explains.

Combat in Soulslike Game, Thymesia

Ultimately, however, perhaps the issue of difficulty is best addressed by looking at the breadth of Soulslike experiences today, rather than individual titles. Klose believes that, on the whole, the landscape has become less hostile. “I think the genre has matured,” he says, “it has opened up to a wider range of players. Different games cater to different audiences, also allowing players with more general tastes to be successful.

In that sense, Dark Souls’ legacy isn’t any particular type of challenge, setting, or genre, but its versatility. It’s hard to argue otherwise after even Nintendo sprinkled a sprinkle of souls in The Legend of Zelda: Breath of the Wild. The overall impact of the FromSoft series on game design is what really matters. And as the last decade has shown, it has grown large enough to produce something for everyone.

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How gaming SSDs are transforming the graphics quality and game design of Forza Horizon 5 https://pinknoam.com/how-gaming-ssds-are-transforming-the-graphics-quality-and-game-design-of-forza-horizon-5/ https://pinknoam.com/how-gaming-ssds-are-transforming-the-graphics-quality-and-game-design-of-forza-horizon-5/#respond Fri, 05 Nov 2021 12:14:34 +0000 https://pinknoam.com/how-gaming-ssds-are-transforming-the-graphics-quality-and-game-design-of-forza-horizon-5/ We’re just under a week away from the Forza Horizon 5 release date of November 9, so what better time to sit down with developer Playground Games and talk about the game? We took the wheel with Creative Director Mike Brown and Technical Art Director Gareth Harwood to talk about the importance of accessibility, why […]]]>

We’re just under a week away from the Forza Horizon 5 release date of November 9, so what better time to sit down with developer Playground Games and talk about the game? We took the wheel with Creative Director Mike Brown and Technical Art Director Gareth Harwood to talk about the importance of accessibility, why ray tracing is limited to the Forzavista model viewer, and how SSDs have transformed the world. team design approach.

Playground Games recently revealed the system requirements for Forza Horizon 5, which recommends an SSD if you want to hit the “Ideal” specification. While the best gaming SSDs have been commonplace in gaming PCs for many years, consoles were stuck with hard drives until the new Xbox Series X, S, and PS5 arrived.

Brown states that “SSDs really helped us in terms of Forza Horizon 5 design. Having the Xbox One as our previous primary platform, with its hard drive, we had to be very mindful of load times and be strategic about cars. that we gave to the player and the cars that would run with them. He clarifies, “This problem sort of goes away with an SSD, and we are able to give the player more cars than ever before and allow you to change between them more frequently. “

SSDs have additional technical advantages, as Harwood points out: “I don’t think we’ve ever pushed how much we can rely on SSDs for streaming data. They improve load times, but they also allow the texture resolution to go higher than we ever thought possible, as we don’t have to take into account the limitations of a spinning disc.

If you were concerned that Forza Horizon 5 performed poorly to the point of requiring an SSD, Brown reassures us that “while Xbox One gamers and PC gamers with hard drives will still be facing longer load times, we have sure that the game remains a great experience with some fantastic visuals to enjoy.

Harwood reveals that the development team has “implemented a high-end and low-end track, to help make Forza Horizon 5 as scalable as possible.” While the low-end track omits some textures, the high-end track features use SSDs and higher RAM usage to achieve better texture streaming. We also have optional textures that are outside of our normal streaming portions, as we’ve learned that SSDs can handle this type of process better than our own streaming systems.

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Bungie Dev Says Gaming NFTs Are Bad For Game Design And The Environment https://pinknoam.com/bungie-dev-says-gaming-nfts-are-bad-for-game-design-and-the-environment/ https://pinknoam.com/bungie-dev-says-gaming-nfts-are-bad-for-game-design-and-the-environment/#respond Mon, 01 Nov 2021 20:29:31 +0000 https://pinknoam.com/bungie-dev-says-gaming-nfts-are-bad-for-game-design-and-the-environment/ Bungie Senior Technical Designer Max Nichols explained why gaming NFTs and blockchain technology are bad for design and the environment, as both models are growing in popularity. NFTs and blockchain technology are growing in the gaming world. While some games and companies have looked at the technology – like Sega and Behavior Interactive – others […]]]>

Bungie Senior Technical Designer Max Nichols explained why gaming NFTs and blockchain technology are bad for design and the environment, as both models are growing in popularity.

NFTs and blockchain technology are growing in the gaming world. While some games and companies have looked at the technology – like Sega and Behavior Interactive – others have turned away from it or banned it outright. Earlier this year, industry organization IGDA called for an end to NFT games, and Valve outright banned the launch of any new games featuring cryptocurrency or NFTs on Steam. Now, a senior technical designer at Bungie has explained the problem in detail and explained why gaming NFTs and blockchain technology are bad for the industry.

The problems with NFT games and the blockchain

Blockchains and NFT games may be gaining popularity, but that’s not necessarily a good thing. As Bungie senior technical designer Max Nichols explains, he believes they’re harmful to game design and the environment.

“NFTs are bad for games,” Nichols began in a Twitter thread. “We already know that they are devastating to the environment, extract wealth from the hands of bad actors and are mostly scams or worse. But I am a [game designer], and I also think they fundamentally detract from the player experience. “

The first element that Nichols addresses is the implementation of blockchain technology in games. He claims that using blockchain technology or NFTs to track unique items “does not provide any specific benefit” to a game.

“’Unique’ items are unique because the game has systems to make them unique, usually random generators,” Nichols explained. “This is not from the NFT. Ownership or gaming history that could be tracked could be tracked with a normal database, not requiring a power-hungry blockchain setup.”

As a counterpoint, blockchain has several security advantages due to its decentralized nature and public ledger – in theory, it could be much more difficult for a third-party hacker to manipulate such a database. However, it all depends on the implementation; as the Technology Review reports, MIT researchers have discovered several avenues of attack for weaker blockchain systems. There’s also the ever-persistent problem of social engineering, which is someone cheating on you and forcing you to voluntarily give up your digital property.

“Who do we think enjoyed World of Warcraft the most? [Gold sellers], or a player who pays a monthly fee and has no real motive for profit? “- Max Nichols, Senior Technical Designer at Bungie

Another serious problem that Nichols highlights is the potential for environmental damage. It’s hard to pinpoint the exact numbers, but a recent report from Investopedia notes that global Bitcoin mining alone uses as much electricity as the entire country of Argentina. These numbers do not include the larger competing players in the market such as Ethereum and Litecoin or the various other smaller cryptocurrencies. Some claim that most cryptos are mined using green energy, but finding real-world data on this point is difficult to say the least, in large part due to the decentralized nature of blockchain and crypto. -cash.

Environmental issues aside, the big problem with the issue is how gaming NFTs can negatively change player behavior. Simply put, entertainment becomes less fun once you put money into the mix.

“Research shows that if someone inherently enjoys an activity and you offer extrinsic motivation (a reward) for it, it will reduce their intrinsic enjoyment,” says Nichols. “In other words: if someone pays you to do the thing you love, you will probably appreciate them less.”

“You may still like to receive extrinsic rewards!” You might like the feeling of making money. But you won’t enjoy the trip as much. “

Max Nichols is a good argument for developers to avoid implementing gaming NFTs and blockchain technology. Unfortunately, both of these things are growing in popularity (and more importantly, their price tag); some game developers may not be able to resist the opportunity to take advantage of the hype.

Do you think gaming NFTs or blockchain technology are good or bad for gaming? Do you think the crypto hype will die out soon? Let us know in the comments below!



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Shawnee State University Presents Video Game Design Program https://pinknoam.com/shawnee-state-university-presents-video-game-design-program/ https://pinknoam.com/shawnee-state-university-presents-video-game-design-program/#respond Mon, 01 Nov 2021 16:32:23 +0000 https://pinknoam.com/shawnee-state-university-presents-video-game-design-program/ (TNS) – At this year’s Shawnee Game Conference exhibit, Bryan Kaelin stood up and watched Riley Taylor and Christopher Osborn test their latest video game. Taylor and Osborn, both computer science students at Shawnee State University, explored the fast-paced world of Cosmo’s Quickstop, where players act as the new owner of an intergalactic gas station. […]]]>

(TNS) – At this year’s Shawnee Game Conference exhibit, Bryan Kaelin stood up and watched Riley Taylor and Christopher Osborn test their latest video game.

Taylor and Osborn, both computer science students at Shawnee State University, explored the fast-paced world of Cosmo’s Quickstop, where players act as the new owner of an intergalactic gas station.

Their thumbs slid across the controllers’ levers, running through the gas station to offer guests amenities such as hot coffee showers, luxury diamond spaceship washes, and sparkling clean glorp rooms.


Cosmo’s Quickstop, which officially released in August, received dozens of positive reviews on the online gaming platform Steam. But this isn’t the first time Kaelin has featured the game at Shawnee State’s annual gaming conference.

Kaelin, a Columbus resident and tech artist for Chicago-based Big Sir Games, graduated from Shawnee State’s Game and Simulation Arts program in 2016. Big Sir Games hired him right after college, and Kaelin brought a first demo of the interstellar game to the conference in 2017.

Now to see a video game he’s been developing for nearly five years presented to his alma mater, it’s come full circle, Kaelin said.

“It’s super cool to be back here,” said Kaelin, 33. “It’s a really cool event, it’s intimate and I know all the teachers. It’s a bit surreal.”

Full moments like Kaelin’s are not uncommon at the Shawnee Game Conference, and this is one of the things the event coordinators say makes it so special.

For 20 years, Shawnee State has hosted the Shawnee Game Conference – a two-day event that draws game developers, students, and industry leaders from across the country to South Ohio.

The event features speakers from across the gaming industry, game development workshops, video game showcases, a career fair and esports tournaments throughout the weekend.

It may come as a surprise to some that Shawnee State, the state’s southernmost public college along the Ohio River, is home to one of the best college video game design programs in the country. Travis Lynn just laughs. He’s heard it before.

Lynn – director of the Shawnee Game Conference, senior instructor at Shawnee State, and head coach of the school’s esports team – is also a game design program alumnus.

Shawnee State offers two distinct but coordinated game disciplines: Game Programming and Game Arts. One focuses more on the arts and concept development, the other on coding and programming. Together, they create a comprehensive program that Lynn says makes Shawnee State a leader in the gaming industry.

When Lynn was a student, the Shawnee Game Conference was more of a fun event where students showed what they were working on and played new games together.

But as a principal and faculty member, it’s not all fun and games… well, sort of. Lynn said the conference focused on enhancing student achievement, providing them with a wide range of industry experiences and connecting them with professionals.

“This conference is a critical part of our program, where we can showcase who we are,” said Lynn. “Instead of our students going to Los Angeles, Austin, TX or Canada to gain experience and network, we bring it all to them here.”

A comprehensive list of speakers and workshops covers a range of topics: Women in Gaming, Connecting the Digital World with #IRL, Drawing Like a Pro, and How to Improve Ethical Choices in Games.

Dustin Hansen – video game historian, author and this year’s keynote speaker – explained what his journey was like as a game developer and creator. He recalled his first encounter with video games at the age of 7, wiping out aliens in the classic 1978 Space Invaders in the student union at the college where his parents worked.

As a child with severe dyslexia, Hansen said video games gave him the way he needed to tell stories without having to read or write. Programming code was a language Hansen understood, and drawing cartoon characters was his creative outlet.

Storytelling, said Hansen, is at the heart of the gaming community.

“We have the potential to have more impact on storytelling as technology continues to evolve,” he said.

Video games as we know and love them have only been around for a few decades, but Hansen said the industry has done incredible things with storytelling in such a short time. These opportunities, he said, will only grow as technology evolves.

“Technology is replacing itself, but the thing that won’t change is history,” said Hansen. “It’s organic.”

Nicholas Ludowese was testing the virtual reality game Half-Life Alyx on the exhibition floor on Friday morning. Ludowese, who graduated from Shawnee State in May 2020, now helps coach the college’s JV esports team.

The senior project in his class, Polterheist, was on display across the room. Across campus, at the Vern Riffe Center for the Arts, this year’s senior game design class showcased the game they worked on, called BLAST.

Lynn said Shawnee State has become a power school in the video game industry. The university has alumni at 42 different game design studios, including Boeing, Epic, and Army Game Studios.

But the program and the conference, Lynn said, are only just beginning.

Shawnee State’s game design program is almost as old as the conference itself, and the world has changed a lot over the past two decades. From the way we interact with technology to the way we consume content, this industry is constantly evolving.

Lynn said Shawnee State’s game design program and conference are still relatively young. But just as Hansen predicted storytelling will grow with new technology, Lynn said Shawnee State’s presence in the industry will increase as well.

© 2021 www.dispatch.com. Distributed by Tribune Content Agency, LLC.


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