Archive for the ‘Game Art’ Category

Giving Up Won’t Solve Your Problems or Why Art Can Be a Problem

Friday, November 29th, 2013

Disney Character Artist, Chris Oatley, shares insights into learning from your failures, knowing when you’ve learned everything you can from the piece of art you are working on and knowing when to move on. Oatley says, “Works of art abandoned for frustration, self-doubt and depression are needless casualties of a needless war.”

According to Oatley, the process of art-making is basically just a sequence of problems with corresponding solutions that begins with an idea or an inspiration and ends with a finished piece of art. Instead, he suggests that artists look at the rocky patches they hit during the creative process as a measure of progress.

His final piece of advice is, “Art problems are external. Don’t internalize them. Don’t blame yourself for their existence.”

What ‘rocky patches’ have you hit during the creative process and how did your solve them?

The Making of Assassins Creed III: Origins

Wednesday, November 20th, 2013

If you are a fan of the Assassins Creed series and want to learn more about how the developers decide how to keep each new installment fresh, then this cool behind-the-scenes video offers some intriguing insights. Listen to the team members talk about how they envisioned reinventing the experience.

If you have played AC III, do you think the achieved what they wanted to with this game?

Some Nutty Game Ideas that Should See the Light of Day

Thursday, November 14th, 2013

The Twitter doppelganger of Peter Molyneux

This wistful and witty article by Kirk Hamilton in Kotaku presents 10 Amazing Peter Molydeux (the mad twitter doppelgänger of famed game designer, Peter Molyneux) ideas that need to become games right now.

Here are two of the ‘fake’ twitter posts ideas:

-Imagine if in new Guitar Hero you play as a busker, you witness your city evolve as your music changes the decisions of the people around you.

-3D adventure game where you have amnesia and wake up in a gigantic museum where every room is devoted to a year of your life.

Which of these ideas would you like to see turned into a game?

Brenda Romero to Speak at Cogswell

Wednesday, November 6th, 2013

Cogswell College is pleased to welcome award-winning game designer, artist, writer and creative director, Brenda Romero, to campus on Thursday, November 14. During this student only event she will be giving her IndieCade talk entitled:  “Jiro Dreams of Game Design” from 12:30 to 1:30 in the Dragon’s Den.

During her presentation, Brenda will talk about the traits that three-star chefs share and the lessons game designers can learn from them. From early on in the careers, three-star Michelin chefs – a rarified 106 in the world at present – have a nearly tyrannical hold on their kitchens. They insist on perfection in every ingredient, in temperature, in presentation and in accompaniment. From the first to the last impression, every part of a perfect culinary experience is an obsession so many chase and so few achieve. Interestingly enough, it is something they do because they are driven to, not for money or fame, but because of the pursuit of perfection itself. It is a passion many of us share and struggle to achieve in a world where shipping a game often means compromising on our ideal vision.

About Brenda Romero

Brenda entered the video game industry in 1981 at the age of 15. She is the longest continuously serving woman in the video game industry. Brenda worked with a variety of digital game companies as a game designer or creative director, including Atari, Sir-tech Software, Electronic Arts and numerous companies in the social and mobile space. She is presently the Program Director for the UC Santa Cruz Master’s in Games + Playable Media and the Co-founder, Chief Operating Officer of Loot Drop, a social and mobile game company. Brenda serves on the advisory board of the International Center for the History of Electronic Games at the Strong Museum of Play and also works with John Romero and The Romero Archives to record game designers discussing their game design process for historical archiving.

She is the recipient of the 2013 Women in Games Lifetime Achievement Award awarded by Microsoft and previously was a nominee in Microsoft’s 2010 Women in Games game design award. Romero was also named one of Forbes “12 Women in Gaming to Watch” in 2013 and Woman of the Year by Charisma+2 Magazine in 2010, one of the top 20 most influential women in the game industry by Gamasutra.com in 2008 and one of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the 50 artists, actors, authors, activists and icons who are making the world a more stimulating place.

Michael Mattesi Offering FORCE Drawing Workshop

Wednesday, October 30th, 2013

Cogswell College will host artist, author and animation industry resource in one of his FORCE Drawing Workshops. The event is only open to Cogswell students and limited to 50 participants. Sign up in The Pulse now because spaces are filling up fast.

Date:  Saturday, November 9

Time:  2:00 – 6:00PM

Place: Dragon’s Den

The workshop centers on Mattesi’s new approach to drawing based on the FORCES found in the figure and how they coincide with gravity. Any artist could use this concept of drawing but the animation industry has most used the technique due to its many parallel concepts in animating.

Mattesi has contributed his skills as a professional production artist on many award-winning projects. A brief client list includes Pixar, Walt Disney Feature Animation, Walt Disney Consumer Products, Marvel Comics, Hasbro Toys, ABC, Microsoft, Electronic Arts, DreamWorks/PDI, The School of Visual Arts, Peking University, Art Center, Nickelodeon and LeapFrog.

Double Fine Productions Hosting Fan Day

Thursday, October 17th, 2013

Double Fine Productions has announced that it is hosting a special “Day of the Devs” event on November 2. The event is open to the public and in addition to meeting the great Double Fine crew – which includes several Cogswell graduates – guests will mingle with other indie developers and have the chance to test the company’s new Kickstarter-funded game, “Broken Age.”

Learn more about the event at GamePolitics.com or RSVP at the Day of the Devs website.

Day of the Devs will take place at Public Works at 161 Erie St. in San Francisco from 4-8 p.m. on November 2. The event is free to attend, though no one under 21 will be allowed in, likely due to alcohol being on-site.

Moonbot Animates Chipotle’s ‘The Scarecrow’ Project

Tuesday, October 15th, 2013

Interactive marketing – what exactly is it? We’re hearing the term more and more but over the past few years consumers are beginning to see this concept in action. As reported in Animation Magazine, here’s a great example is the new animated short and game app created by Moonbot for Chipotle Mexican Grill.

Award-winning Moonbot created “The Scarecrow,” campaign that depicts a scarecrow’s fight to ensure that people have a wholesome alternative to processed food. The game is available for free download in the Apple App Store and the short film can be viewed below and at www.scarecrowgame.com.

The game, designed for iPhone, iPad and iPod touch, allows users to visit the animated world and correct the wrongs committed by Crow Foods.

Can you think of other interactive marketing examples? Hint, some of your favorite television shows may have an interactive element.

Cogswell College: A Microcosm of Silicon Valley

Wednesday, October 2nd, 2013

While many regions around the world have access to talented artists and engineers, groundbreaking marketers, infusions of capital and excellent universities – what is it that makes Silicon Valley so special and difficult to reproduce elsewhere?

It’s not in the water but it does seem to be in the air we breathe. We operate differently in the Silicon Valley and have a very different mindset about how to do business. Words often used to describe this unique area include: entrepreneurial, passionate, future-focused, collaborative, high-energy, innovative, creative, techy, team-oriented and willingness to take a chance.

In an article published in the Washington Post, author Victor Hwang, identifies a key element that is often overlooked. Other regions “focus primarily on its ingredients — its obvious assets, like venture capital, skilled workers and universities. What they have largely ignored is its recipe — the social interactions that turn those ingredients into vibrant companies.”

He goes on to state, “arguably, the most important factor in its success has been the formation of a unique culture — one that allows people with diverse skills, who often don’t know each other, to mix and match: collaborating and trusting in ways that people in other cultures don’t. It is not simply creative destruction, as many observers say. More importantly, it is a process of creative reassembly, as people join forces on temporary projects and then recirculate and recombine for other projects later.”

Cogswell College, located in the heart of Silicon Valley, is a true microcosm of Silicon Valley. Within our walls a true collaborative spirit exists. Students, faculty, alumni and external ventures dive into projects and work together to give them life thus gaining valuable collaboration and teamwork competencies. The groups formed bring a diversity of talents, skills, life experiences and perspectives to the task at hand plus an eagerness to learn and desire to create something extraordinary.

Visitors to our campus respond to the natural curiosity and energy permeating Cogswell’s classrooms and labs as teams tackle whatever challenge is in front of them. Whether you are a student in our Undergraduate program or Master’s program Cogswell encourages its students to create, innovate and apply what they have learned in a project-based curriculum that focuses on delivering market-ready products. Students learn to work on teams that mirror real development teams consisting of artists, animators, audio experts and project managers – with software engineering at its core.

With the ability to assemble multidisciplinary teams from within its programs of study, Cogswell College is uniquely positioned to deliver market-ready projects to partner companies and organizations. A sampling of projects we have collaborated on include:

  • Interactive Logo Designs – Cogswell’s Sound Design class developed new logo treatments for Cogswell (seen at the end of the video posted below) and for two different external partner organizations.
  • Interactive Book – Using the latest industry-standard technology, students are working under faculty guidance to create an artistically stunning interactive book (or whatever text Thomas approves).
  • Mobile game – Prairie Rainbow develops table top games to help younger students learn math concepts. Cogswell students are developing a mobile game version of the company’s Rainbow Squares learning tool.

Cogswell also encourages it students to develop their own projects through and supports their efforts. Original student development projects include: game development, operating student store, 3D printing and audio theater projects.

One of the things that sets Silicon Valley apart from other tech development centers, is the sharing of ideas and expertise. Few days go by without an opportunity to attend meetups, salons, hackathons, live/work houses, clubs and industry-specific events. Most have an open door policy – if you are interested in whatever the topic, stop by to learn and network. There is an accessibility to successful entrepreneurs in Silicon Valley unavailable in other tech regions largely fostered by the area’s culture of sharing knowledge with the next generation of entrepreneurs.

At Cogswell College we bring all the pieces together in one place. Our students have the opportunity to collaborate with other students who possess a diverse range of skills and interests on projects, they have access to Silicon Valley thought leaders and a long history of innovation and cutting-edge education. Cogswell College truly is a microcosm of Silicon Valley.

Check out this video to learn more about how Cogswell mirrors the Silicon Valley ecosystem.

5 Obscure Marvel Characters

Monday, September 30th, 2013

Gamora – Drax the Destroyer – Rocket Raccoon – may not we well known Marvel Comic book characters from the Guardians of the Galaxy series but might make a blockbuster movie under the guidance of Director, James Gunn.

Check out this slideshare presentation to see what he has in mind.

Which one is your favorite?

Puzzle Game Project Class Gets Underway

Wednesday, September 18th, 2013

In a recent Skype call on a large monitor at the front of the classroom, George Gagnon, Founder of Prairie Rainbow Company, met with students and faculty for an introductory session to clarify parameters for the project and to present the concepts the two student teams developed in a 48 hour turnaround.

The eleven students enrolled in the class were divided into two teams and tasked with creating a video game version of the Rainbow Squares table top game. Rainbow Squares is a puzzle game designed for elementary, secondary or adult learners to use as an individual or group learning tool. The game consists of six squares, each made up of three different rainbow-colored pieces. Each of these pieces can be used to form other squares using two, four, five or six pieces or can be used to learn addition and fractions.

“Rainbow Math Models are designed to engage students and let them learn through the method that is best for them,” said George. “Feelings learners get to build a physical model, image learners can create a visual model, while language learners have the chance to hear, read, or write a number model,” added George.  “I think by offering Rainbow Squares as a virtual learning tool, more students will have access to the learning method that works for them.”

After students introduced themselves, a representative from each team outlined the concepts they were considering for the game design.

The Red Team started with general ideas and then branched out. They thought it was important for the video game to represent the physical game since the product has been so successful. The team’s goal is to make students want to play the game over and over. They also discussed implementing different levels for different shapes such as one level to focus on manipulating squares, another for pentagons and another for triangles. Other ideas involved creating a limited moves mode or an addition mode with each block being assigned a numerical value. The team would also like to explore a multiplayer option.

The Blue Team first wanted to know if George would prefer a more structural approach to presenting the concepts of addition and fractions or would he consider a more spatial representation of the math concepts through graphs or perhaps as weights on a scale. Would he like the final game to be more session-based play or individual play? If he would like a more structural approach to teaching the concepts, then they are thinking about a more traditional approach with something like Tetris.

“I love the creativity the teams have put into the process. I’m excited about what I’ve heard today and can’t wait to see the finished products,” said George.