The MediaLab of the Metropolitan Museum of Art is bringing Art Online by Creating Digital Initiatives

Paint Walker offers the virtual experience of walking across a painting. Picture by Daniel Figueroa

Paint Walker offers the virtual experience of walking across a painting. Picture by Daniel Figueroa

Traveling across a virtual Van Gogh painting of sunflowers and exploring a exhibit in the  world of Minecraft were some of the digital experiences provided by the Met Digital Open House on May 13.

The Metropolitan Museum of Art( the Met) presents the Met Digital Open House. The Met Digital is a show case of initiatives, projects and experiments from The MediaLab creative development group in the Digital Media Department. Continue reading

Sony’s PlayStation VR is a new experience for Players to Create Immersion in Gaming

Headmaster, a Virtual Reality soccer game from Ben Throop and his studio Frame Interactive, for Sony’s PlayStation VR.

Headmaster, a Virtual Reality soccer game from Ben Throop and his studio Frame Interactive, for Sony’s PlayStation VR.

Sony’s entry into the virtual reality market is launching this October and consumers are curious to see what Sony’s motivation on launching a virtual experience. Richard Marks is the Senior Research Engineer in Sony Interactive Entertainment America’s Research & Development group. Marks heads the PlayStation Magic Lab at Sony. Magic Lab, was founded by Marks to push the boundaries of motion and playing games by investigating how technology can be used to create new entertainment experiences. Marks discusses his work on Sony’s PlayStation VR, formerly know as Project Morpheus. Continue reading

The Creativity of Emotion in Game Designing

From left to right, Katherine Isbister, Professor of Computational Media, and Frank Lantz, Director of the NYU Game Center. Photo taken by Daniel Figueroa.

From left to right, Katherine Isbister, Professor at the University of California, and Frank Lantz, Director of the NYU Game Center. Photo taken by Daniel Figueroa.

* This weekly lecture took place on April, 14, 2016.

Part of the imminent downfall of Generation Y, the stereotype of video games and gamers seems to have been focus of violence since the 1980’s.Too often we hear stories of shootings fueled by video game violence, youth deaths caused by obsessive playing and game induced rage the result of murder.  These instances may have an effect on children and future generations of techsavvies.

Katherine Isbister is a professor in the Department of Computational Media at the University of California, Santa Cruz, where she is a core faculty member in the Center for Games and Playable Media. Isbister is here to discuss her book, “How Games Move Us: Emotion by Design.” This lecture shares insights from her new book aimed at bridging this opening, toward raising the quality of public conversations about games and their artistic influence.

“From the beginning, people working in games has been interested in emotion. And trying to figure out on how to create different kinds of feelings in people through gameplay.” said Isbister. Emotion in gaming is a key innovation for game designers and how it shape how players feel. Isbister states,  “In the swooning years, games, managed to absorb cinematic techniques and start to work them[the consumers] in interested  experiences that also involve gameplays so you think of series like Final Fantasy, Grand Theft Auto, you know maybe even Metal Gear Solid.”

For years, researchers have analyzed the emotional effect of film, while the videogame industry has been largely ignored as non-emotive interactively. Katharine Isbister poses the question, “Why should games be any different than Television sitcoms?”

Isbister discusses the negative stereotype surrounding games and to open up public conversation up to a more sophisticated approach to videogames as a cultural medium like Television. Isbister states when Television first came out, families were flocking to TV screens than going  to watch live plays at theaters. Isbister says, “But there is certainly a synergy in the censuses happening. When television first came out, people did these live, in essential, live theater plays. And ran them on television and you would have to watch and for a  certain set hours and would be sponsor by Kraft or someone and it would be film just , you, know it you would, at a live theater and you look sitcom TV today, it still some elements or that live theater experience.” says Isbister.

Isbister does not define games as a whole. The huge variety of games are not merely computer games, Isbister differentiates games but does not attempt to define it. Isbister is focusing on the causal individual thought on certain games within sub genres while recognizing the subjectivity of her question. “Is that really a game or is that like a narrative simulator?” Isbister asks.  Isbister provides an answer that training society in critical thinking is a good idea to understanding a game designer’s point of view.

Isbister positions the issue as complex, “I think part of the problem too is that we not being train as a society to think in complex ways about games as a medium. People need to know how to be literal about the media forms around them and to be able to unpack them and to be understand them from a design point of view. To figure out how they impact them emotionally and how to work with them, not just as player or consumer of media but also as a creator of media.”

Researching further into the simulated world of gaming, Isbister also considers how certain games create strong emotional links between players, their avatars, non-player characters (NPCs), and social connections among players in online games. It is because the avatar is the actuality person for the player. It is a suit the player puts on and can actually act through.

Katherine Isbister’s “How Games Move Us: Emotion by Design.” is available to purchase.

 

 

 

 

Twitch Interactive Community Comes Closer for Game Developers

Brooke Van Dusen, 29, is the current Director of Game Developer Success for Twitch.tv.

Brooke Van Dusen, 29, is the current Director of Game Developer Success for
Twitch.tv.

This weekly lecture series at NYU Game Center brings Brooke Van Dusen.  Wearing a checkers shirt with the Twitch. colors. Working for Twitch for five years, Dusen is here to discussed, “Built For Broadcasting.” Continue reading

News from the Virtual Minds

This weekly news begins with the gaming industry revenue booming, gaming programs and schools has been feature for inspiring game developers, and a look on  historical gameplay perspective and  modern  game design in ancient India.

Arts and engineering students work together as Utah’s Entertainment Arts & Engineering is on top.  [The Daily Utah Chronicle]

China leads the gaming industry revenue while The University of Utah graduates increases employment. [Forbes]

Western University’s game design program gain recognition due to their unique understanding of technology and design. [The Gazette]

Bethesda’s “Game jam day” creates interest and observation in their open world design. [Gamasutra]

Prehistoric India receives more recognition than modern India game development. [Kill Screen]

 

 

Tips for Designing a Controller

Adina Shanholtz, is a Technical Evangelist for Microsoft, holding a custom controller, a light switching game called, "Afraid of the Dark."

Adina Shanholtz is a Technical Evangelist for Microsoft, holding a custom controller, a light switching game called, “Afraid of the Dark.”

It is Wednesday evening and Adina Shanholtz, who graduated from Oberlin College in 2015 with a double major in Computer Science and East Asian Studies, is in New York City is a sponsor at Microsoft Technology Center in Times Square. As she is presenting, Shanholtz shows me the blue and red simple-looking controller at the core of her game: a light switch panel. The inspiration for this unusual controller is children. Shanholtz’s game, “Afraid of the Dark” takes place in a child’s bedroom where the gamer can control a custom light switch controller and make monsters disappear by turning on the light for points. Continue reading

The Musical Event of Game Design

"Peter Panic", a full voice-over musical satire about the state of mobile games. Photo taken by Daniel Figueroa.

“Peter Panic”, a full voice-over musical satire about the state of mobile games. Photo taken by Daniel Figueroa on an iPad.

Broadway and video games might be thought of as two different worlds, and having a Broadway cast participate in your gaming sessions might sound like a crazy idea. James Marion, 24,game designer and artist based out of Brooklyn, however, has blended the distinct worlds in a mini-game musical called Peter Panic. The mini game features a full score by composers Benjamin Bonnema and Nikko Benson and actor, comedian and singer, Remy Germinario. Germinario is just one of the Broadway performers lending their voices to “Peter Panic”.

Continue reading

Understanding Game Design: Tutorials

From left to right: Nikita Mikros, creative director and Wen Zheng, lead programmer of the video game “The Hero Trap”, discusses the issues and design of tutorials in video games. Photo provided by Daniel Figueroa

From left to right: Nikita Mikros, creative director and Wen Zheng, lead programmer of the video game “The Hero Trap”, discusses the issues and design of tutorials in video games. Photo provided by Daniel Figueroa

On a recent Thursday evening, in a room on the eighth floor of a downtown Brooklyn office building, were several game developers. Laptops and monitors nearby, and sitting on a long white table, they were presenting their games Hunched over, five people were also playing a Tetris game and other developers’ games using Xbox one, PlayStation four controllers, as well as the original keyboard and mouse setup. Continue reading