Archive for the ‘Game Art’ Category

Behind the Scenes with Toy Story III Video Game

Thursday, February 20th, 2014

Join Sr. Producer, Jonathan Warner, for Toy Story III in this behind the scenes tour of Avalanche Studios – based in Salt Lake City – and the game design process for this video game. The studio pitched creating both a story version of the game and a toy box version of the game. Disney loved the idea and the designers got to work.

Not only do you learn a few fun facts about Salt Lake City but you get to follow the camera through Avalanche Studios and watch some of the development team at work.

Cogswell’s Game Studio – The Joy of Bringing a Game Concept to Life

Tuesday, February 11th, 2014

Listen in as Cogswell students Sean Langhi, the Engineering & Design Lead and Bugi Kaigwa, Art Lead for the Prairie Rainbow project, share their excitement about the work they are doing in the Game Studio. Access the video here for a sneak peek into a game development team at Cogswell.

Prairie Rainbow develops board games and teacher and parent guides to help students learn math. The Rainbow Math Models are designed to engage tactile learners who need to build a physical model, image learners who need to create a representation of a mental model, and language learners who need to hear, read, or write a number model. This Game Studio project is taking the company’s board game concept and turning it into a unity-based action puzzle game for mobile devices that will not only support the different learning methods but will add another dimension to the user’s experience.

“One goal of our Game program is to offer students real-world learning opportunities,” said Jerome Solomon, Director of Cogswell’s Game Design & Development degree program. “This partnership gives students the chance to not only design a math learning game but to test the prototype in local schools.”

Under the supervision of faculty and industry advisors, Cogswell’s comprehensive project-based learning focus gives students the chance to work on teams that mirror real game development teams of artists, engineers, animators, game designers, audio specialists, and management. Our unique system of Studio classes offers students the opportunity to experience the entire production pipeline from concept through shipping in the process of delivering a professional-quality product.

Cogswell College is a 2014 Global Game Jam Host Site

Tuesday, January 7th, 2014

Eating pizza and waiting for the Opening Presentation at GGJ 2013

Cogswell College is pleased to once again serve as a host site for the Global Game Jam. The College’s involvement with the annual event began with the first sponsored Game Jam in 2009.

DATE: January 24 – 26, 2014

TIME: 6:00PM on Friday and wrapping up at 3:00PM on Sunday

PLACE: Cogswell College, 1175 Bordeaux Dr, Sunnyvale, CA 94089

Registration required

COST: $10 students (with college email address); $20 Cogswell Alumni and $40 general public

INCLUDED with registration: Pizza on Friday evening, continental breakfast on Saturday and Sunday and snacks and coffee throughout the weekend.

The Global Game Jam (GGJ) is the world’s largest game jam event taking place around the world at physical locations. Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal.

REGISTER now for an action-packed weekend of game development and networking!

Don't miss the fun!

What Does the Game Design Manager Say?

Tuesday, December 3rd, 2013

Screen shot from the video.

At Cogswell College we focus on learning by doing. While we don’t ignore the theory and principles behind a process, we don’t feel the learning is complete until you’ve actually undertaken a project and put the new skills to use.

The Fall Semester ‘Project Management’ class had to break up into teams and then develop promotional materials that would introduce people to one of Cogswell’s majors. The goal of the mid-term project’s assignment was for the collateral developed to interest people in becoming students at Cogswell. In order to successfully complete the project, students had to organize, assign tasks, set up a timetable, deliver the project and then evaluate their results.

“I wanted the finished piece to show the pride they take in their education, why they are excited about what they are doing and what they are about as students,” said Albert Chen, faculty for the class. “The assignment definitely reinforced the skills they learned during the class.”

This short video highlighting Cogswell’s Digital Media Management degree program and its Game Design & Business Modeling major was completed in two weeks by a team of six students. The students who worked on the project are: Vincent Velo, Andrew Traxler, Eric Tran, Frank Maddox, Oleksandra Keehl and Halsey Herms.

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.