Pietro Polsinelli's Member Blogs
Posted by
Pietro Polsinelli
on Mon, 27 Jul 2020 12:31:00 EDT
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This is a video interview done at Indiecade 2019 where Daniel Fonseca and Pietro Polsinelli talk about games as a maturing medium, narrative games, applied games, making bizarre football games, the death of anthropology. Roland Barthes, success...
Posted by
Pietro Polsinelli
on Wed, 30 Oct 2019 10:43:00 EDT
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Sports in videogames are represented either through simulators or as management games. We explore an alternative "anthropological" path using narrative and strategy to represent football's universe and its paradoxical epic.
Posted by
Pietro Polsinelli
on Tue, 08 Jan 2019 10:01:00 EST
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We present some concepts with which one can enrich the available toolset when writing and designing in-game dialogues, mostly inspired by comic design. In a linked video we also show the toolset in use.
Posted by
Pietro Polsinelli
on Wed, 29 Aug 2018 09:59:00 EDT
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Here are slides and a video from a live broadcast where I presented ways to do game design in Unity, providing context, sample code and references. I try to show how integrating coding and game design may lead to good quality game projects
Posted by
Pietro Polsinelli
on Tue, 21 Nov 2017 10:42:00 EST
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How I created a board game on the theme of platform cooperativism and its difficulties, as outlined by Trebor Scholz (so an "edu" board game).
Posted by
Pietro Polsinelli
on Wed, 07 Jun 2017 09:24:00 EDT
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Here is a curated set of good sources and tools on the theme of writing for games with narrative. A lot came out recently, in particular oriented towards tools and practices.
Posted by
Pietro Polsinelli
on Tue, 30 May 2017 09:19:00 EDT
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In this post we discuss two themes: how to facilitate writing for games and how to design a dialogue user interface for games. We present examples from outside and inside videogames and some experiments we've curated.
Posted by
Pietro Polsinelli
on Wed, 15 Feb 2017 11:51:00 EST
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The learning process in games is rarely by their being explicitly set as a simulation. There is often indeed an underlying combinatorial model, but the game play experience is a learning experience in a loop of attempts, not a laboratory session.
Posted by
Pietro Polsinelli
on Thu, 26 Jan 2017 09:29:00 EST
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Here I draw attention to the game spaces that are “in-between” core game play: between fights, battles, attempts, in-level play. Dedicating game design work to such spaces opens up interesting scenarios.
Posted by
Pietro Polsinelli
on Thu, 18 Aug 2016 04:26:00 EDT
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Gaining depth for your game by researching and refining the narrative universe. Details of my research on the football theme.