Archive for the ‘Video Game Art’ Category

10 Most Influential Games of the 80s

Tuesday, March 25th, 2014

It’s no secret that video games were a great deal different back in the 1980’s; from classics we still see today to the games that didn’t live to see the next decade. Remember the original versions of SimCity (1989), The Legend of Zelda (1987), John Madden Football (1988), and Super Mario Bros. (1985)? What about the always classic Pac-Man (1980) and Tetris (1987)? One component we can all likely agree on, however, is the fact that the ghosts of gaming past have paved the way and made a huge impact on the gaming industry we see today. This Yahoo article gives their picks of the 10 most influential games of the 1980s, but we’ll let you be the judge on which games were the most impactful from that decade.

What would you add to their list? How would you rank the games? Give us your two cents below!

SuperGenius – One Company’s Journey into the World of Outsourcing

Wednesday, March 5th, 2014

SuperGenius is a new generation of game art studio. A full-spectrum art and animation support studio for video game developers.

SuperGenius started out like many small game companies – with a dream. They wanted to outsource their talent and work with the best game developers in the world. They quickly discovered that someone else would always work for less so had to figure out a way to compete that would allow them to earn a living.

In this article in Gamasutra, Paul Culp, talks about the studio’s first attempt at being an amazing art asset producer and the lessons that helped it become the company it is today. “By taking a more holistic approach to the art and animation, and making sure it worked properly was immensely valuable to our clients. We stopped focusing on mass asset production and instead focused on completion, wrote Culp.”

One of the first lessons they learned was who they did not want to be. Another lesson was, “if you are going to spend a huge chunk of your time doing something, it better be something you believe in. Any endeavor, no matter how profitable it is, will eat you alive if you don’t like who you are while doing it.”

If you have tried to sell your art assets, what lessons have you learned?

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.

Global Game Jam Recap and link to Games

Wednesday, February 5th, 2014

Cogswell hosted 28 jammers from January 24 to 26 during Global Game Jam 2014. Here’s a recap of what happened over that 48 hour period. We hope you will take a few minutes to check out the games our teams developed.

  • We were one of 487 jam sites around the world with 23,452 participants making video games.
  • At Cogswell, we made 7 games/playable prototypes.  We made more than the folks at Stanford!!!!
  • We had a mix of people ranging from Cogswell students to Google engineers.

3 largest single jam sites in the world:

  • Tel Aviv, Israel = 485
  • Curitiba, Brazil = 410
  • Giza, Egypt = 400

Many thanks to the Cogswell faculty and staff and the Global Game Jam 2014 volunteer organizers who made this experience possible!

Here’s the link to all our games

Check out photos from GGJ 2014 at Cogswell College

More Photos

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?

Supercell Embraces Failure

Friday, November 22nd, 2013

It’s time to uncork the champagne – not because the company has released another wildly successful mobile game – but because one of their mobile apps failed. The company is responsible for “Clash of the Clans” and “Hay Day” but has also had games that haven’t been as successful.

“We don’t pretend failing is fun — people dedicate their lives to gaming production and sometimes the products get killed — but we get so much from that failure. We analyze and talk about what went well and what didn’t. We pop a bottle of champagne to celebrate what we learned,” said Supercell CEO Ilkka Paananen in this article in Mashable.

In addition to the company’s quirky attitude about failure, it also fosters numerous ways to encourage creativity and innovation within its employee ranks.

What lessons would you like to implement in your business?

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?

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.