Presentation for Lab2 students

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What follows is a brief presentation of my work in progress I made to IxD Lab2 2009 students on Friday 16th January.

Download the presentation (PDF | 900KB)

The concept development is going on: there is still a lot of work to do but at the moment one of my biggest worries are visualization and graphics. Comments are very welcome!

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Spook trailer online

From the final crit of the IxD Lab1. More info in my portfolio page.

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Thesis revision 4

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The final week of the IxD Lab1 studio has been very tough, as usual. Due to this overload I really slowed down my work on the thesis. After a few weeks thinking about a theme for my game, my very first idea of changing Venice into a cursed forest is consolidating. The physical Scrubble and the neighbourhood management ideas have been left behind.

In the last 4 weeks I’ve been trying to understand what is more important to take into consideration: I need a simple game that has an interesting interaction. I brought a lot of considerations but it seems as the minimal game element is still a bit weak. I think I had an interesting idea for the graphics mood.

Therefore the next steps suggested during the last revision of my work concern finding a good balance between the amount of active involvement and its reward, developing a ‘look and feel’ proposal and thinking on the “on site” visual context.

Sharing my recent thoughts also highlighted to me the need for a better investigation of the physical space and activities of the territory in which the game will be developed and a brief study of ideal players.

I’m trying to make a research on the graphic style and still thinking about the biological dynamics of an invasive vegetation.

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My B-rainstormDAY

I don’t really like birthdays but I thought I could try something different this year…

For my birthday, Sunday 7th December, 9 pm, I would like to invite everybody to a brainstorming session in my flat.

It’s not a party! But if you come you’ll still get a good coffee, pastries and maybe some strong drinks. We’ll chat for a couple of hours about my thesis project. We’ll make drawings, we’ll sketch ideas, stick millions of post its on the wall. I need to listen to your crazy ideas and I want people to criticize my thoughts.

RSVP!! Either by adding comments here or on my mobile/skype/email.
Thanks for your wonderful present!

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It’s time to move

Venice is a unique town. It is a completely pedestrian urban area built on water. At first glance the urban fabric seems like any other in the world; until one gets lost in its labyrinths or he/she doesn’t realize that crossing a bridge means walking into one of the many unperceived small islands which give shape to the “sestrieri”. A town where, during high tides, the lagoon overwhelms the walkways giving this dizzy feeling of living over a buoyant creature.

Venetian nights are even more fascinating: the crowded and colorful touristic town turns into a ghostly set of desert “calli”. One often walks alone in the narrow and silent lanes, in a town that has no precise time reference and it’s completely pervaded by a magic atmosphere.

So why shouldn’t such a weird place have a real magic?? I want to see the dark “campi” invaded by living creatures. I want the town which was built on water -but without any trees- to finally bloom from its desert. I want to put a curse on Venice…

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My pervasive game: first steps

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In the next five months, I will design a pervasive game based in Venice. My aim is to create an outdoors ludic experience based on a set of activities that will mix digital and virtual elements with real world issues. Mobile devices will be the main medium with possible physical computing interventions.

I owe a great deal to the Situationist interventions for my early thoughts: the game will focus on the use of reality as a game space and it will try to enrich the desert but safe Venetian nights -a magic and everchanging period of time that is part of a particular dimension the town lives into-

Here is a first draft of my timetable (PDF | 270KB).

After a research period, I’m now brainstorming more ideas for a convincing concept. I will try to give biweekly updates of my progress on this blog…

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Area/code internship

My internship at Area/code is over.

I had a great time in these two months. I was really dipped into cross-media games and I had the chance to work with some of the smartest designers I’ve ever met. A plus both for my life and my thesis! The plan now is to work on pervasive gaming for my final project. Obviously Area/code was the best place to get the most inspiring hints.

Thanks to everybody there and especially to Kevin Slavin that made this happen!

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NYC experience

I just moved in New York for a couple of months. I’ll spend my time in a small apartment in the Lower East Side of Manhattan (catch a train that stops on the 2Av to come here!). I should research, read, write, talk, walk, and miss you all -sure-, whising you were here to experience one of the most incredible cities in the world! See you soon…

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Fabrica workshop

In the next days I will attend a Game Design workshop in Fabrica (Benetton’s research centre on communication). The workshop will be led by Area/Code design company (NY, USA).
>>>More info

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Communication Design studio

The 10 weeks studio course with Daniel Eatock will run from the end of April until July…
It will surely be an interesting path with a clever and open minded designer…
>>>Studio course site

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