Global Game Jam is a worldwide event in which over 20k “jammers” meet together in various locations around the globe to make games, and once again, we are hosting it at Cogswell! It is an intense 48 hour event in which programmers, artists, designers and audio folks are challenged to come together to build games from scratch. Best of all, every game produced is absolutely free to download once it’s finished. Admission is $40 for the general public, $20 for Cogswell Alumni, and $10 for any Cogswell or college student with a valid college email address. Price includes a pizza dinner Friday night and snacks throughout the weekend. Don’t miss the chance to be part of something huge as space is limited to 50 participants this year. Register soon! http://www.cogswell.edu/ggj2015
Archive for the ‘Game Design’ Category
It was a video game enthusiast’s paradise. Screens and consoles decked every wall of (nearly) every room of the two story Old Mint building in San Francisco, all displaying demos of games to be released within the next year. There was a crowd gathered around each display, each person eager to get a chance at playing the game. I was attending with a few other friends from Cogswell, whose brains I could audibly hear exploding as they took in scenery and games around them.
The turnout of indie game developers was amazing. Day of the Devs was hosted by Double Fine, so they had a room full of their own soon-to-be-released games such as Costume Quest 2 and even a remastered version of Grim Fandango, but the rest of the building was filled with small studio games like Night In The Woods and Knight Squad (my personal favorites), Classroom Aquatic, Push Me Pull You, Spy Party, Ikarus, and Please Don’t, Spacedog. A few of the games were played with an Oculus Rift headset. There was even a swag shop full of t-shirts and books related to the games. Outside in the courtyard was a bar and a stage where live DJ’s played music, and games were actively played on a large screen by their developers.
It was enough to make any self-declared nerd hyperventilate. Being as there were a thousand in attendance, the excitement in the air was palpable. Within the first ten minutes, I was thrown a controller and fighting in an arena with five or six other well-seasoned game players. My first thought was along the line of panic, as I was sure I was going to get my butt kicked by people who definitely played more often than I did, but by the first game I was hooked and throwing other players to their deaths.
In the game Classroom Aquatic, one player wore Oculus Rift headgear and was plunged into an underwater school for dolphins. The character they played was a student diver who hadn’t studied for a test. As a result, the player is forced to cheat off of the neighboring students in the room. The trick was to avoid being caught by the teacher. The game effectively gave the player knots in their stomach, and was especially nerve-wracking when players were caught and scolded by the teacher.
Day of the Devs was amazing for one huge reason; EVERYONE there was in love with games, whether they were fans or developers. As a result, there was a feeling of common purpose and enthusiasm. We were all there for the same thing, and it was exciting to be in a place where people from inside the industry and out of it mixed together in a gaming paradise.
During the course of the evening, we got to talk to Double Fine creators, several other indie game makers, and even managed some networking with other people in the game industry! It was absolutely a beneficial experience, and it made the prospect of graduation and getting to work in the industry more tangible. I’m looking forward to next year with Day of the Devs!
SUNNYVALE, CA – A student from Cogswell College’s Game Studio will present a newly produced, school-developed mobile app game during the 2014 SIGGRAPH Conference’s “Appy Hour” showcase in Vancouver.
Cara Ricci, one of Cogswell’s Game Design Art students participating in the project-based learning Game Studio, will be presenting the new game, titled Tangram Jam, at SIGGRAPH. The game was developed and produced as part of a Cogswell Game Design & Development course. SIGGRAPH’s “Appy Hour” is designed to showcase the next generation of mobile applications and their creators. Demos by developers of interactive, animated, location-based, visualization and game apps will be presented.
Tangram Jam is an iOS and Android mobile educational puzzle game created by students attending Cogswell’s Game Studio. The game is aimed at third- and fourth-grade students, and has been designed to teach them concepts of adding fractions. The game leverages visual, auditory and kinesthetic learning style techniques in a fun and stimulating environment. 3D characters and procedurally generated music are also featured in the game.
Jerome Solomon, Cogswell’s Dean of the College and Director of Game Design & Development program, says,
“Cara Ricci’s contribution to the exciting new kids game Tangram Jam has been invaluable. She completely redesigned our user interface and contributed much of the game’s UX (user experience). She also worked as a character animator on our team. The look and feel, UX, and animations featured in this new game are critical to making its game play experience fun and engaging for third- and fourth-grade students.”
Adds Cara Ricci, “Almost everything on this project was new and different for me, since I had never previously worked on a video game project with a team comprised of more than five people. There was a lot of teaching and learning from each other, since we had to pass off work and take on unfamiliar tasks. It was exciting for me to have learned such a huge amount of information in a very small period of time. Our original idea was to develop a game that would teach fractions to children in a fun and visually pleasing manner. I believe that the kids who ultimately play Tangram Jam will learn math through shape and color association, as well as how fractions are basically pieces of a whole. Hopefully, it will also teach them how to make decisions quickly, and how to organize and categorize within a restricted time limit.”
As seen on Computer Graphics World: http://cgw.com/Press-Center/Siggraph/2014/Cogswell-Student-Presents-Mobile-App-Game-at-SIG.aspx
Do you suffer from anxiety, depression, foggy memory, or lack of focus? Your doctor may soon prescribe video games as a form of mental therapy. In his recent article “Will Doctors Soon Prescribe Videogames?” Adam Bluestein reveals that brain-training games are quickly being welcomed as a means of therapy by both the neuroscience as well as pharmaceutical companies. The game featured in the attached video is called Neuroracer, “a specifically designed driving game… [for] age-related cognitive decline in senior citizens, improving memory, attention, and the ability to multitask.” says Bluestein.
However gaming-based health solutions aren’t limited to the senior market. Another Neuroracer platform game called EVO is being developed, by game maker Alkili Interactive Labs, for adolescent to middle age adult tablet users. “The game is currently being deployed in about a half dozen clinical trials, testing its effectiveness for improving function in kids with ADHD (in collaboration with Shire) and autism, treating depression (with the National Institutes of Health), and detecting early signs of Alzheimer’s disease (with Pfizer).” Says Bluestein.
Pharmaceutical companies are partnering with game developers to market drug-software “eFormulations”. “Imagine picking up your medication and finding a software code on the package that directs you to a complementary game,” Bluestein said. This will be particularly helpful in aiding general anxiety disorder. Benzodiazepine is the standard prescription, which usually requires a component of deep breathing and meditation. The games are designed to put the patient at ease and in a state of serenity needed to react with the medication.
Cogswell offers programs in Game Design and Development combining both engineering and art for games and various forms of interactive technology. The possibilities of merging game design with the healthcare industry open up lots of potential directions for future designers.
Where do you see the partnership between the two industries leading? What other industries do you think may merge with game design in the future? Let us know in the comments!
Source: Fast Company
One of our students, Matt “Bardler” Bard, had his polycount rock formation featured on Kotaku as, “A rather magnificent-looking, somewhat dungeonesque wall from Bardler”
Clicker here for the article!
Awesome job, Matt!
While the frontiers of virtual reality are expanding due to increased interest in the Oculus Rift headset, creating games and virtual reality experiences has generally been limited to those who can program.
Sixense, a company known for its motion controllers that excel in virtual environments, wants to lower the barrier of entry to VR creation to anyone with a little design know-how with its upcoming software development kit. The SixenseVR SDK will integrate into Unity and Unreal Engine, two of the most popular game engines, giving creators a toolset that already supports most gaming platforms.
“The main reason this is important is because quite often developers such as designers and artist have great game concepts but are not proficient in programming and are often dependent on others to see their ideas come to life,” said Sixense Creative Director Danny Woodall. “Giving them the ability to prototype and flush out their ideas without the aid of someone else is very powerful. Unreal 4 has a similar vision and uses a system called blueprints to allow developers to use a node based visual scripting system.”
Read the full article here.
Developers – do you support this technology? Weigh in below!
The most talked about title at the recent E3 convention, held at the Staples Center in Los Angeles, was the upcoming and highly anticipated fourth installment of Super Smash Brothers. The hype was generated from its massive fan base for the first chance to see the game in action, as well as the first ever Super Smash Brothers for Wii U Invitational tournament.
E3 Fans dressed up as their favorite Smash Bros. characters and waited in an entry line that wrapped nearly the entire circumference around the Staples Center. Superfans included Pikachu, Ness, WaLuigi, and a very vocal Yoshi. Check out the line footage here:
Fans from around the world also got to partake in the event, as it was broadcast on Twitch, a live-streaming video platform focused on gaming. This truly was the Olympics of Nintendo. The Super Smash fans cheered for their favorite digitally animated heroes (Megaman appeared to be the crowd favorite) and held up signs as the countdown to show time commenced.
Geoff Keighley of Spike TV’s GTTV (Game Trailers TV) hosted the Invitational, promising fans a first look at the game as well as the tournament itself. 16 highly skilled players from around the world met to compete in the tournament. One by one players fell as commentators shouted over-excited observations during game play. The Invitational climaxed as Zero Suit Samus (played by professional gamer Gonzalo “CTZeRo” Barrios) defeated Kirby in the final match.
Super Smash Brothers for Wii U will be released in late winter of 2014. The title boasts running speeds of 60fps, which means players are going to get a graphically-smooth fighting experience. Another perk is the simplicity of controls, as it can be played with almost any of the previous game console controllers. This offers players the familiarity of past titles, with the updated design tech capabilities of the Wii U.
Cogswell offers programs in Game Design and Development combining both engineering and art for games and various forms of interactive technology.
Would you wait in line to watch an epic gaming tournament? Who is your favorite Smash Bros. character? Tell us in the comment section below!
What happens when you spend literally half your life working on one game? This burden was carried by one developer as he spent 13 years trying to develop “the game he had always wanted to make.”
Adam Butcher started working on his game Tobias and the Dark Sceptres when he was 14 years old. He was using Multimedia Fusion when he started, game creation software for those without coding experiences that became popular in the early 2000s.
Now that Tobias and the Dark Sceptres is complete, Butcher looks back on his years of toil in this charmingly animated YouTube video. He calls his labor “The Game That Time Forgot” because of how much gaming standards, especially the concept of indie games, had changed since he started as a teenager. He said he hoped the video is a cautionary tale to developers who let a project consume too much.
Butcher is free of his albatross now, and the game can be downloaded at no charge on its website.
See the full story here.
The 22-year-old Mario Kart franchise has always been Nintendo’s go-to game when it comes to boosting sales. The May 29th release of Mario Kart 8, couldn’t have come at a better time. Nintendo recently slashed its sales forecast for the Wii U down to a mere 3.6 million for the current fiscal year. The title may boost revenue for the floundering Wii U system, however the release also boasts new and innovative factions of video game design with the concept of Anti-Gravity.
Anti-Gravity allows gamers to defy the laws of physics and race on tracks horizontal, vertical, and upside-down. This creates a whole new angle on track options, game play, and the overall fun-factor. However defying the laws of gravity in a racing game proved complicated for game designers.
IGN Game reviewer Jose Otero offered insight on the issue in his recent review How Anti-Gravity Made Mario Kart Better. “We always want to introduce an element of surprise,” Director Kosuke Yabuki told IGN. “We thought that just improving the graphics to make the game prettier wouldn’t be enough.” Yabuki and the team came up with lots of ideas for what the new hook for Mario Kart 8 would be, but they settled on changing the direction of gravity,” Ostero said.
Mario Kart had a lot of to think about in terms of processes and physics. “Working in anti-gravity along with the speed of the karts, the camera location, and items that were in play was difficult,” said Ostero, “The team tried to come up with a system that would automatically determine gravity as a player raced along as a potential solution, but the results weren’t satisfactory.
The solution was a manual method of controlled gravity. “A programmer set specific areas that would activate different gravity in each course. This decision eventually led to being able to play these courses in a natural and comfortable way,” Ostero said.
The final product introduces a noteworthy new concept that’s subtle, but adds to the overall visual aesthetics. This also introduces a new spin on the concept of anti-gravity within the realm of racing games. Cogswell’s Game Design & Development programs exemplify the intersection of engineering and art concepts like that of anti-gravity.
Are you going to buy Mario Kart 8? – Do you think that game design concepts like anti-gravity are enough to further the franchise? – Are you Team Mario or Team Luigi? Tell us in the comments below!
Cogswell Game Studio & Barron Park Elementary School
A “play test” is a quality insurance process in game development where an alpha or beta version of a game is tested in a controlled environment. The team took both a PC pre-alpha build and mobile versions of the user interface for 3rd grade students to experience. While the game is fun, it is also a ‘serious game’; it teaches math concepts to students.
Arlinda Smith (teacher) and Magdelna Frittoria (Principal) welcomed the Cogswell students form the game development team into a 3rd grade class at Barron Park Elementary. The elementary school students were enthusiastic to give feedback on the game and what they found to be fun elements. Cogswell game design art and engineering students took metrics on game play performance and observed what the children were enjoying and learning during game play.
During this play test session, the team also found several things to improve the play of the game for the students.
Cogswell Game Studio is part of the curriculum and process in the Game Design & Development program.
|It was a wonderful experience and we learned a lot. We were able to observe how the kids responded to the music, models and interface. We found out why they liked or didn’t like certain aspects of the game as well as what they would do differently with the game. My focus was seeing if the kids understood the interface. I was surprised at how easily the kids navigated through the interface as if they’ve done it a thousand times before. [We] tried to make the UI as clear and understandable as possible and we definitely nailed it with this one. I’m looking forward to the next school visit because we’ve prepared an even better game to present.
~ Shawn Sercombe, Cogswell student