Stefano Gualeni

Stefano Gualeni
Born (1978-04-30) April 30, 1978
Lovere, Italy
Occupation Video game designer, Philosopher, Lecturer
Website http://stefano.gua-le-ni.com

Stefano Gualeni is an Italian philosopher, architect, and game designer who created videogames such as Tony Tough and the Night of Roasted Moths and Gua-Le-Ni; or, The Horrendous Parade.[1][2][3]

In 2011, Together with the Italian videogame development company Double Jungle S.a.s. and the support of NHTV Breda University of Applied Sciences, Gualeni developed Gua-Le-Ni; or, The Horrendous Parade, which used biometric experiments.[4]

Gualeni lectures in Game Design at the Institute of Digital Games of the University of Malta, where he also performs academic research in the fields of philosophy of technology, game design, and existentialism.[5][6] He is also a columnist and an independent videogame developer.

Background

Born in Lovere , Italy, in 1978, Gualeni graduated in 2004 in architecture at the Politecnico di Milano. His final thesis was developed in Mexico supported by ITESM (Tec de Monterrey, Campus Ciudad de Mexico). He spent a year of his undergraduate career at the QUT in Brisbane, Australia.[7]

Gualeni was awarded his Master of Arts in 2008 at the Utrecht School of the Arts. In his thesis, he proposed a hermeneutic model for digital aesthetics inspired by Martin Heidegger's existential phenomenology.

He obtained his Ph.D. in Philosophy (postphenomenology, philosophy of technology) at the Erasmus University Rotterdam in 2014. His dissertation, titled Augmented Ontologies, analyse virtual worlds in their role as mediators: as interactive, artificial environments where philosophical ideas, world-views, and thought-experiments can be materialized, explored, and manipulated.[8]

Academic work

Gualeni's work takes place in the intersection between continental philosophy and the design of virtual worlds.[9] Given the practical and interdisciplinary focus of his research - and depending on the topics and the resources at hand - his output takes the form of academic texts and/or of interactive digital experiences.[10] In his articles and essays, he presents computers as instruments to (re)design ourselves and our worlds, as gateways to experience alternative possibilities of being.[11][12]

In 2015, Gualeni released the book Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer with Palgrave Macmillan. Inspired by postphenomenology and by Martin Heidegger's philosophy of technology, the book attempts to answer questions such as: will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? What does it mean to 'be' in virtual worlds?[13]

List of commercial titles released as game designer

Playable philosophical works

Stefano is a philosopher who designs videogames and a game designer who is passionate about philosophy.[14] Although his academic work largely takes the form of texts, he designs virtual experiences that have the specific objective of disclosing thought experiments and philosophical ideas in ways that are interactive and negotiable (and perhaps even playful).[15][16] The following are examples of ‘playable philosophy’ designed by Stefano:

Other game industry credits

Footnotes

  1. MobyGames Developer's Bio
  2. Stefano Gualeni on IMDb
  3. Stefano Gualeni's Adventuretreff Interview (18-06-2006)
  4. Gamasutra.com featured article 'The Case For Casual Biometrics' by Stefano Gualeni (20-12-2012)
  5. University of Malta, Dr. Stefano Gualeni profile at the University of Malta
  6. Dr. Stefano Gualeni profile on the website of the Institute of Digital Games
  7. Stefano Gualeni's CV
  8. RePub, Erasmus University Academic Repository (17-04-2012)
  9. Stefano Gualeni - Google Scholar Citations
  10. NECESSARY EVIL - a critical, self-reflexive videogame (29-10-2013)
  11. University of Malta, Dr. Stefano Gualeni profile
  12. FREER THAN WE THINK: Game Design as a Liberation Practice (16-11-2014)
  13. Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (16-11-2014)
  14. Dr Stefano Gualeni's Profile at the University of Malta
  15. Why designing a videogame about soup?
  16. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts
  17. ATUM credits list
  18. ATUM - Applying Multi-layer Game Design and Environmental Storytelling
  19. Gamasutra.com featured blogpost 'Self-reflexive Video Games as Playable Critical Thought' by Stefano Gualeni (29-10-2013)
  20. The Unfinished Swan complete credits list on MobyGames
  21. Fairytale Fights complete credits list on MobyGames
  22. EXP-game official website
  23. The 13th Annual Independent Games Festival Finalists
  24. Full credits for the game on the official webpage for Chewy!
  25. 2011 Independent Propeller Award winners announced
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