GD63 Pitch and Play!!

Please join us on Thursday April 7th to check out the latest games made by VFS students and welcome them into the game industry! This free online event is open to all industry people that want to see the wonderful games these students have produced.

We’ll be showing off:

Empress Eternal is a 3D isometric combat game, where you embark on a draconic rampage of blood and magic to reclaim your palace from the hands of the dragon hunters who seek to eradicate your kind.

Noenen’s Awakening is a 3D Third-Person platformer where you play as Noenen, an apprentice shaman on a journey through the Spirit World to complete his training to become a Master Shaman!

Three Curse Meal is a 3D isometric hack & slash game where the players explore an ancient dungeon built by a cursed civilization in order to find the greatest recipe while fighting off hordes of terrifying half-food, half-human creatures.

LUNA is an isometric hack-n-slash game about a young monk who is preparing to become a master at her Teushen temple and bring an end to the Ice Age that has enveloped the earth.

NITRO SKYLINE is a first person vertical-scrolling rhythm game where you hit colorful notes coming down four lanes to upbeat and energetic beats.

Unfamiliar is a 3rd person action platformer where you play as Hazel, a young witch, as she uses magic spells to navigate the Midnight Forest and find her missing familiar.

Memory killer is a 3-D behind the shoulder hack-n-slash game where the player play as Muku, a girl whose memories are stolen by a group of gangs. Aiming to retrieve her memories, she will slash through every enemy in the city.

Please click below to RSVP and join us!

The VFS Women in Game Design Scholarship is back

Now with more opportunities for students, more companies involved and more opportunities to change the game industry, the VFS Women In Game Design Scholarship is back! Huge thanks to our partners at The Coalition, Blackbird Interactive and A Thinking Ape that started this campaign and are sheparding it to still greater heights.

Get your game on at CIFF Intermission Arcade

Vancouver Film School has partnered with Calgary International Film Festival (CIFF) in support of its 21st annual film festival. Gaming enthusiasts are invited to attend the first-ever CIFF Intermission Arcade, co-sponsored by indie game publisher Raw Fury (Backbone, GoNNER 2). The event takes place from September 23-27 and will give CIFF audiences the chance to play a variety of video games including DANDARA: Trials of Fear, Longest Road on Earth, Norco, and Sable. The arcade will also have a pop-up bar with mocktails courtesy of Greta Bar.

Dates: Thursday, September 23 – Monday, September 27, 2021
Time: 5-9 p.m. (Thursday, Friday, Monday) and 12-9 p.m. (Saturday & Sunday)
Location: Eau Claire Market

The CIFF Intermission Arcade is set to be the prime hangout for gamers at this year’s CIFF festival. Having grown our School of Games & Creative Design at VFS over the past 10 years, there isn’t anywhere else we would want to be this September. This event will be as much a learning opportunity for us as it will be a source of great entertainment, and we can’t wait to see video game lovers unite at CIFF Intermission Arcade.”-Christopher Mitchell – Head of School of Games & Creative Design, VFS

For more information on the CIFF Intermission Arcade, click here.

GD60 Online Pitch and Play – August 5th

Come join us August 5th and check out six great games made by the GD60 students!

All games were made in lockdown by the hardworking students of Game Design 60 supported by Sound Designer Grads. In an age when companies are pushing launch dates, GD students are shipping games!

Women In Game Design Scholarship

Hello everyone!

I’m happy to say that VFS, in partnership with Blackbird Interactive and The Coalition is again doing the Women in Game Design Scholarship! This campaign has scholarships, including two full-tuition scholarships, monthly mentorship for the two full scholarship winners and paid Game Designer contracts for the full scholarship students.

Scholarship Details:
Vancouver Film School will be awarding scholarships valued at more than $100,000 to creative students wanting to apply for its prestigious Game Design program, ranked #1 in Canada by the Princeton Review.

Scholarship submissions open on March 8, 2021.
Closing date is May 25, 2021.
Winners will be announced by June 2021.
VFS will be awarding 2 full-tuition scholarships and up to $25,000 in additional partial scholarship funding.
The scholarship is open to students 17 years or older at the time of application.
The scholarship is open to applicants from anywhere in the world. (*International applicants outside North America will be subject to student study permits and visa requirements.)
In June 2021, VFS will select and announce the winners of the 2021 scholarship.
Applicants will need to enroll at VFS for either of the following start dates: August 30, 2021 or October 25, 2021.

Please click the link below for more information

GD59 Pitch and Play tonight!

Hello everyone! I hope you’re ready to see three great games made by the students of Game Design 59! We’re hosting the event online via hopin starting at 4pm Vancouver time so please register and meeting our latest class. The event features interviews of the students by Victor Lucas and live gameplay demos by the students themselves.

Please click this link to register and join!

See you there, stay safe!

Afloat is nominated for Unity Student Game of the Year!

Hello everyone! I’m incredibly happy to say that the great game “Afloat” made by a combined team of Game Design, Programming and Sound Design students, with help from VFS concept artists and rigging artists is nominated for Unity Student Game of the Year! Voting happening right now!

If we win, we’ll be the only school to win this prestigious award two years in a row! Please take a moment to cast your vote and do try this fantastic game.

A huge congratulations to all the team members involved!


Rodrigo Vieira – Technical Artist | VFX Artist | Project Manager – Game Design

James Assayag – Level & UI Designer | Character & UI Artist – Game Design

Rafael Nunez – Environmental Artist | Level Designer – Game Design

Diego Castagne – Gameplay & Audio Programmer – Programming for Games Web and Mobile

J. Vitor Brito – AI & Networking Programmer – Programming for Games Web and Mobile

Sabastian Peters – UI & UX Programmer | Dev Ops – Programming for Games Web and Mobile

Andres Cortes – Original Music Composer – Sound Design

Katrina Castillou – Sound Designer + Sound Point of Contact -Sound Design

L. Santiago Urrego – Sound Designer -Sound Design

Stefan Raushki – Sound Designer -Sound Design

Brenda de Oliveira – Concept Artist – Concept Art

Raquel Centeno – Concept Artist Neena – Concept Art

Fontaine-Ellis – Concept Artist – Concept Art

Elias Issa – Rigging Artist – 3D Department


POSTPONED: Pitch + Play | April 8, 2020

- Due to growing COVID-19 concerns and physical distancing, VFS will reschedule its industry event


VFS presses pause on Pitch + Play. Stay tuned.

We regret to inform you that, in light of growing COVID-19 concerns and restrictions on event gatherings, VFS had to make the difficult decision to postpone its next Pitch + Play event (April 8) until further notice.

While the Public Health Agency of Canada has assessed the risk associated with coronavirus as low thus far, we continue to monitor developments very closely and are following government directives to promote physical distancing. VFS is currently evaluating all event commitments for the sake of everyone involved.

We’re exploring rescheduling options, and we’ll reach out to all students and industry guests with a follow-up communication as soon as possible.

We value your interest in VFS and Pitch + Play, and sincerely apologize for this unfortunate turn of events.

The Cluckening Wins Unity Student Project of the Year!

- Posting on behalf of team member Luca Cresciullo


The Cluckening is both a student project and a passion project. Our team of six worked long hours to complete it, and we are incredibly proud to have won the Unity award for Best Student Project.

When the project began, we created our group based on the vision of a market-viable game. Winning the Unity award proves to us that we were able to set out and achieve the goal that brought us all together in the first place.

The Cluckening: A game about a vengeful chicken set on a path of destruction and mayhem. Five months of blood, sweat, and tears. What brought us together was a shared love of games, and the goal to create something that people would love. And so, we got to work. We chose our target market, and we did the research. Out of many game concepts and weeks of thought and effort, and with the advice of our instructors, we settled on the strongest one. But we weren’t finished there. Now we had to build it and, as we started, we realized there were many things that didn’t work, things that didn’t make sense, or things that didn’t fit our market.

Over the months, the game evolved as we honed in on the concept that would rule them all. Soon, it was all over. We submitted our final build and won the Best Game award for our class, which felt amazing. Our class was incredibly strong with many great projects. When school ended, we went our separate ways. Some of us started companies of our own, some moved far, far away. As the Unity Awards neared and we had the chance to enter, we were excited.

Winning the award could be a sign that the goal that brought us all together had indeed been reached. When the results came out, we had won Best Student Project of 2019. Seeing our game next to all the other winners, we felt the possibilities were endless. Does The Cluckening have a future? We think so. Winning this award proves it to us. Now the only question is, what next?

Now go play our game. We hope you enjoy it. We sure do.


Pitch N’ Play – Fall Edition 2019

Life at VFS is challenging.

I’m sure you have all heard it. One year. Six terms. Seven to nine courses each term during the first four terms. Say goodbye to your social life, because you’ll be spending weekends working on assignments. It takes somewhat of a superhuman to find the time and energy to make a project as huge and as polished as the ones that come out of VFS every few months.

The GD53s did a great job confirming what we keep hearing from students and instructors alike: with each new GD, final projects look consistently better and more polished than previous ones.

The night began with Chris Mitchell, head of the School of Creative Technologies at VFS, delivering his opening lines to a crowd of people from the game industry in Vancouver.


He soon passed the microphone to Victor Lucas, Emmy and Telly-awards winner, and legendary producer and writer behind ‘The Electric Playground’. Chris welcomed him, praised his immense charisma and teased the fact that, no matter the circumstances, Victor always smells great.

Victor Lucas has so much experience as a host that you can almost touch it. Not only did he know all the students’ names by heart, he knew their projects in depth, as well as any special situations that happened during production. He mentioned, for example, that the GD53s do not have a sibling class of programmers, and had to do all the coding by themselves.


The first team on stage was actually not a team. Tides of Ragnarok, a 3d rhythm game where you control a viking rowing to the beat of the music, was a project designed and developed by student Ion Sebastian Rodriguez Lara. Sebastian wanted to make a game which mainly supported his art skills, but was surprised to realize he was falling in love with programming as he was learning it. The other student on stage was River Chick, who plans to have a life on the run as a 3d artist freelancer. He started his year from scratch, then, as a final project, he offered help to build assets to the other games on the production floor. River had to convince the VFS instructors to get approval for his vision, learned different art styles for each game, and actually used contracts with the teams in order to gain experience as a contractor.


The Erebus Incident was next. It is a 1st person survival horror game, where the player needs to use stealth in order to survive the mutants inhabiting an abandoned facility. Zishen Liang, the team’s project manager, mentioned that Erebus is the personification of darkness in Greek mythology. He also explained how leadership is important to him and saluted his team members for showing proactivity during development. Jason Thiessen, environment and lighting artist for the game, noted how much he loved building the props. Kevin Dapila was the character artist and animator for the team, and mentioned that he always acts from the heart. Todd Weber, also a prop / environment artist, explained that he wanted to design levels, and he likes creating 3d models which are as realistic as possible.


Following that, the team who made Life of Pigeon went on stage. This 3d stealth-based pigeon simulator game with cute graphics drew laughs from the audience, as its main character performed antics in a coffee shop full of human NPCs. Ryan Tzu, the team’s project manager who wishes to become a UX/UI designer in the industry, noted that the idea came from Guilherme Toda, the team’s programmer, who had two pigeons living on his balcony over the course of the year. John Pangan was the team’s environment artist, who built the lovely scenery, and Karina Lay was the team’s character and texture artist, responsible for giving the pigeon such a charming personality.


Next on stage was the team behind Isoun – The Hunt, a 3d, third-person camera, action adventure game with a cool dash mechanic to emphasize the fast-paced of the gameplay. Leonardo Hayasida, the game’s project manager, mentioned that he loved giving specifications that his teammates could work with, and said his ultimate goal is to be a producer in the industry. Dhiraj Agrawal, also known as DJ, had some programming background which allowed him to work as a programmer in the game, although he says his passion lies in design. Kav Golka, the game’s 3d artist and animator, took Anthropology in UBC before he found out his love for games and desire to work in the industry. Lawson Coleman, who knew he wanted to be a game designer since he was 10 years old, has been building levels for Unreal Tournament and Doom since he was in high school. Mirena McLean, the gameplay programmer, said she fell in love with building the AI. “The NPCs are my pets,” she said during their presentation, also mentioning that bugs with the AI are endearing “surprising moments” with her pets.


Moving on, the Zenith team came to stage. It is a beautiful 3d, third-person camera, action adventure game where the main mechanic lies on the main character’s hookshot. Deny Senesouma, project manager who already has a game on Steam, introduced their game, mentioning the inspiration the team got from Sekiro: Shadows Die Twice and other From Software titles. Arvin You, gameplay/AI programmer, noted his love for music and design, wanting to be a technical designer or a programmer in the industry. Zhengrong Xie, level designer on the team, plans to be a level designer or a producer in the industry. Kelly Zhou was the team’s sole artist, having built all art, all animation and all the textures in the game. Kelly assumed that she set an excessively high bar for herself as an artist, “because I’m crazy,” she affirmed many times.


A Chilling Adventure – Starring Icebert & Spice Girl was the next team on stage. It is an endearing 2d platformer with local co-op multiplayer, where players control a living ice cube and a living flame trying to escape from a life-sized restaurant. Jadir Mendoza, Project Manager of the game, said he was planning to go solo. He was drinking in a bar and saw a waitress serving ice cubes, and he imagined a game about ice cubes trying to escape. When he approached the other members of the team, they jumped on board. Adrian Hui, the team’s gameplay and UI programmer, said she plans to be a programmer in the industry. Andre Coelho was the lead artist and animator, said his inspiration came mostly from the 90’s and 60’s cartoons. Cuthbert Tse was level designer and environmental artist, and desires to design interesting and meaningful games in the industry.


Lastly, the team behind Octoforce went on stage. It is a gorgeous and amusing multiplayer competitive 3rd person shooter game where players have to fight one another controlling octopi in the ocean. Caylie Williams, project manager on the team and VFX artist on the team, emphasized that they wanted a silly vibe with the octopi. Calvin Quan was the team’s 3d artist, responsible for all the rest of the art in game. He was happy that the octopi didn’t require animation, as all their movement was caused by in-game physics. Dustin Pham was the game’s programmer and system designer, and aspires to pursue a career either as a programmer or a system designer. Zachary Hutchinson was the game’s level designer and game designer. Zach mentioned they had to cut an entire gamemode they spent days working in because they simply wouldn’t have time to polish. His goal is to work as a level designer or a game designer in the industry.


After the last team left the stage, Victor Lucas thanked the audience for attending the show. The industry people then followed the students to the reception area, where they spent a few hours playing the students’ games, socializing, and simply having a good time.

Personally, as a student from the GD54s, I feel grateful for having witnessed their presentations, and I have shared my insights with my classmates. It’s a great dose of motivation and inspiration, knowing that our Pitch N’ Play night is right around the corner.

Good luck to all GD53s in this next step in their video game careers.