Celine Dearing

Celine is a lecturer in Game Design.

She specialises in Motion Capture post production and has worked on a number of AAA games and international movies.

She has a strong interest for children illustration – both traditional and digital, as well as textile illustration using embroidery and fabric collage.

She loves to create and design new worlds and characters.

 

Dylan Yamada-Rice

Professor Dylan Yamada-Rice is an artist and researcher specialising in storytelling and play. She works in a range of media including drawing, Virtual Reality and game engines. Dylan studied Japanese Art History, semiotics and social science research methods before moving into experimental design.

She obtained a BA in Art History and Archaeology from the School of Oriental and African studies, University of London before going on to do postgraduate research in Japanese Art History at the University of Kyoto. She then went on to complete two Masters degrees in Childhood Education and Research Methods, before undertaking a PhD looking at children’s understanding of the visual mode within Japanese environments.

This interdisciplinary background has brought about a specialism in the role of culture in storytelling and use of emerging technologies, as well as how art and design practices can be combined with social science research methods to produce experimental means of collecting and analysing data. She has previously held academic posts at the University of Sheffield and in Information Experience Design at the Royal College of Art.

Rafael Arrivabene

Dr Rafael Arrivabene is the Program Leader for the MA Game Design and Lecturer in Games and Experience Design at i-DAT. He has been professionally involved in the games industry since 2010. Working as Creative Manager at MStech, he has conducted the production of award-winning educational games for Brazil’s public education sector. For the entertainment industry, he has designed and published table-top games and worked with international teams, designing for computer and console games. Rafael has also advised companies on gamification strategies and new technologies.

His passion for game making and interactive media stems from childhood and has permeated all his academic life. His freshman project during BA Industrial Design (UNESP-Brazil) was an interactive visual experience, exhibited at the 2006 FILE – International Festival of Electronic Language in Sao Paulo. His graduation project was an interactive book with AR features, printed and published in 2009. In 2016, in collaboration with Design in Time of Crisis, he developed a fictional playground game for the Algerinha Vive project, exhibited at Climactic: Post Normal Design Exhibition hosted at Miller Gallery at Carnegie Melon University (USA). His MSc dissertation in Knowledge Engineering and Management, published in 2017, deals with the discursive nature of game mechanics and his PhD thesis proposes a Game Design framework to analyze Electoral Systems.

Before coming to Plymouth, he worked as full-time lecturer for the BA Games and Digital Entertainment (UNIVALI-Brazil). His teaching covered topics such as 2D Graphics, Board Games Production, Digital Game Design, Management, among others. In 2019 he was commissioned to write a didactic book on game design, which now integrates the bibliography of courses in different HE institutions in Brazil.

rafaelarrivabene.com.br

researchgate.net/profile/Rafael-Arrivabene

Dr. Helen V. Pritchard

 

Dr. Helen V. Pritchard is an associate professor in queer feminist technoscience & digital design at i-DAT, and the programme lead for MRes Digital Art and Technology.

Helen’s work considers the impacts of computation on social and environmental justice and how these impacts configure the possibilities for life—or who gets to have a life—in intimate and significant ways. As a practitioner she works together with others to make propositions and designs for computing otherwise–developing methods to uphold a politics of queer survival and environmental practice. Helen is the co-editor of DataBrowser 06: Executing Practices (2018) and Science,Technology and Human Values: Sensors and Sensing Practices (2019).

She regularly collaborates with Winnie Soon on software art and writing machines; and together with Femke Snelting and Jara Rocha, she activates The Underground Division, an action-research collective that investigates technologies of subsurface rendering and its imaginations. The Underground Division bugs contemporary regimes of volumetrics that are applied to extractivist, computationalist and geologic damages. It is an ongoing hands-on situation for device making, tool problematizing and “holing in gaug”.

Helen has extensive experience in working with participatory and creative practice methods for co-research, drawing on feminist and queer approaches. Since 2013 Helen has been a member of “Citizen Sense“, an award winning group investigating the relationship between technologies and practices of environmental sensing and citizen engagement.  She is also a co-organiser of The Institute for Technology in the Public Interest (TITiPi), together they convene communities to hold computational infrastructures to account and to create spaces for articulating what technologies in the “public interest” might be.

Helen was previously the Head of Digital Art and lecturer in Computing at Goldsmiths University of London. As an artist and academic Helen has given keynotes, public talks and has shown work internationally including FACT (UK), Furtherfield (UK), Tetem (NL), Sonic Acts (NL), Tate Exchange (UK),transmediale (Germany), DA Fest International festival of Digital Art,(Bulgaria), Spacex (UK), Microwave Festival (Hong Kong), ACA Florida, (USA), Arnolfini Online (UK).  Helen received her PhD from Queen Mary University of London.

 

Current research projects include:

Infrastructural Interactions”. Funded by Human Data Interaction:Legibility, Agency, Negotiability’ Network Plus, UK EPSRC.

Technology in the Public Interest”. Funded by Research Communities Funding: COVID-19 / Quintin Hogg Trust.

“Multispecies Methods for Solidarity Stories — Using Multispecies Digital Storytelling for Sustainable Change by engaging with Decolonial and Anti-Racist Strategies” in collaboration with Cassandra Troyan (Linnaeus University). Funded by Linnaeus University Internationalization grant 20/21.

Bionic Natures”. Funded by Oslo School of Environmental Humanities (OSEH).

 

Current PhD Students

Pete Jiadong Qiang. “Queer Maximalism HyperBody”.

Clareese Grace Hill. “Post-Identity Phenomenology and Digitally Mediated Disruptions”.

Alice Stevens. “Design Education for sustainability”

 

 

 

James Sweeting

James Sweeting is the Programme Leader for MA Game Design in i-DAT and a lecturer in Game Studies.

James is also a Researcher with Transtechnology Research focusing on the implications of nostalgia upon the videogames medium and industry. With research interests including videogame industrial form, historical game studies, and temporal cultural transferability.

James also provides books reviews for the Leonardo journal and is a reviews editor and writer for Switch Player Magazine.

http://jsweeting.me

Adam Russell

Adam is a Lecturer in Computational Media Arts in i-DAT. He studied philosophy at Oxford and Artificial Intelligence at Sussex, then spent some years working in the videogames industry on the design and coding of simulated characters, where he became an authority on the tension between authored narrative and individual autonomy (of both player avatar and non-player characters). He began to move away from conventional videogames into more experimental practice with his award-winning interactive cinema feature Renga. This led to a breadth of work with VR headsets, skeletal and facial expression tracking, and visual programming environments such as VVVV, PD and Node-RED. Some recent work has dispensed with screens entirely, building an interactive control system for a 7-foot tall robotic figure, and constructing a new data model for nonlinear temporal markup. This range of work reflects a nomadic attitude, underpinned by philosophical concerns.

Dr Andrew Prior

Andrew Prior is the Associate Professor in Digital Media Design. He is a designer, artist, musician and educator. He received his PhD from Aarhus University in 2015. He has exhibited and performed internationally, including New York, Tokyo, Aarhus, Roskilde, Brno and Žilina. Recent publications include a ‘The Crackle of Contemporaneity’ in Futures of the Contemporary (2019) edited by Paolo de Assis and Michael Schwab, and ‘Temporal Poetics in Thomson and Craighead’s The Time Machine in Alphabetical Order‘ in Passepartout, Journal of Art Theory and History (2019).  As a graphic designer and animator, he has worked with Liminal, Fourway Lab, PlayHard, GoingPublic and Centrica.

http://aprior.info

Iain Lobb

Iain Lobb is a Senior Lecturer in the Games Academy at Falmouth University. He was previously the the Award Lead for the BA (Hons) Game Arts and Design and is a BAFTA-winning freelance game developer, specialising in Unity.

I have been running my own freelance business since 2009 – previously I spent 4 years leading an award-winning London studio development team.

I have extensive experience developing mobile and PC games with Unity, and have shipped multiple games for high-profile clients including BBC, EA and Sony. I have a particular expertise in using Unity for 2D and 2.5D games, and draw on a decade of experience creating 2D games in Flash.

I also have a passion for game design and “finding the fun” in a game idea. I am well-read in game design theory, but more importantly, I know how to put these theories in to practice to create engaging experiences.

I created the extremely popular multiplayer game Zwok, the BAFTA-winning mobile hit The Dumping Ground: You’re The Boss, Webby-award winning puzzle game Stackopolis, and many other much-loved games.

Chris Booth

Chris Booth is the Award Leader for BA/BSc Internet Design in i-DAT. He brings a wealth of industrial web-dev, networking and programming knowledge to the team and is skills in all aspects of Front End Web Development, with experience in CMS Solutions and Node.JS environments. He is an experienced Guitarist with a demonstrable history of working in the information technology and services industry.

 

Luke Christison

Luke Christison

Luke is a Research Assistant and Technician for i-DAT and for the Environmental Futures and Big Data Impact Lab. He also operates as a commissioned artist / developer and as an Associate Lecturer for the Digital Media Design course and teaches at the Nanjing University of Arts in China.

With the Impact Lab Luke specialises in 3D interactive data visualisation and science communication, working with SME’s and project partners to develop new tools and products. He is based within i-DAT’s Immersive Vision Theatre, where his research deals predominantly with interactive game technology and fulldome techniques but his interdisciplinary approach has also allowed him to deliver lectures and workshops on cosmology, physical and interactive computing, visual communication, data visualisation, graphic design techniques, animation, film, 3D modelling, projection mapping, VJing, 360 media, virtual and augmented realities.