Cruzine for Inspiration

June 4th, 2013

One of the great things about artists is that they learn from each other. It you haven’t visited Cruzine yet, you might want to add it to bookmark it.

Cruzine is a new online magazine aimed at everyone who has true interest and passion for everything, associated with creative arts, web design, graphical arts, typography, coding and other web- and design-related activities. It’s goal is to become synonymous with innovation, versatility and dynamics in the digital field.

Let us know what you think.

Game Entrepreneurs Have Trouble Letting Go

June 3rd, 2013

Trip Hawkins

Taking your company from start-up to success and then selling it can feel like selling your first-born child. Most entrepreneurs have put a lot of passion, effort and sleepless nights into raising their infant venture.

Trip Hawkins, Alex Seropian and Tony Goodman share their experiences in the fascinating article in Game Industry International about what it’s like to create something amazing and then whether or not to sell it.

Hawkins is the founder of Electronic Arts, 3DO, Digital Chocolate and the still-in stealth mode, If You Can.

Tony Goodman (left)

Seropian founded Bungie, Wideload Games and now Industrial Toys.

Goodman launched Ensemble Studios, Robot Entertainment and PeopleFun.

Their advice boils down to – if you are in it for the money, rather than something you are passionate

about, that entrepreneurial spirit gets lost and that thing that makes your venture different from the competition is minimized.

What kind of company do you hope to create?

Alex Seropian

Cities Where Software Engineers Are in Highest Demand

May 31st, 2013

Source: WANTED Analytics

We’re sure you have heard the great news about the job prospects for software engineers but have you wondered where the best place to look for employment is?

Some of the places on the list may not be the first place you would look – Idaho Falls, ID or Lafayette, LA for instance but the fourth city on the list is pretty familiar to Cogswell College grads – San Francisco. This article in “Wanted Analytics” lists the top ten cities in the US having the most difficulty finding enough qualified candidates to fill their open positions.

Check out the list. Maybe it will spark some new ideas.

A Day in the Life of an Audio Engineer

May 30th, 2013

Spliggityfidge Studio

Want a quick peek into what an audio engineer does? Then watch this short video by Kevin Weber, owner of Spliggityfidge in Emeryville, CA as he walks you through some of the things you need to know to enter this profession.

So much of what Kevin says is mirrored in the coursework and teaching approach of Cogswell College’s Digital Audio Technology degree program.

He talks about the importance of working in a fun and aesthetically pleasing environment. Cogswell’s studios and classes are designed around these principles.

His background in engineering was key to his success since it emphasized problem-solving. Cogswell focuses on giving students the tools they need to tackle any challenge.

He also discussed the need for a technical education but also just jumping in taking on some recording projects. His advice meshes well with Cogswell’s emphasis on providing project-based learning experiences.

All of the changes in the audio industry have opened up a lot of opportunities for skilled audio engineers.

Idea to IPO Start Up Fair at Cogswell College June 5

May 29th, 2013

We hope you will join us. Please RSVP to the Meetup.


The Power of Game Mechanics for the Real World

May 29th, 2013

How Companies, Non-profits and Government Organizations Can Utilize Advanced Gamification


Cogswell Assistant Professor Albert Chen (second from right) and the panel of game mechanics experts

The idea of using game mechanics for business purposes is a popular one, with “gamification” elements being added to a lot of products or experiences. From profile completeness scores in LinkedIn, to badges in FourSquare to commenting leaderboards on popular blogs, game mechanics have become fairly ubiquitous.

But according to a panel of experts in the game mechanics space, these elements are just touching the surface of this powerful emotional and psychological force. Video gaming companies are at the forefront of developing increasingly sophisticated games, but businesses, non-profits and governmental organizations will increasingly be tapping into these powerful gaming mechanics as new models are created.

Read on to see why game mechanics are so powerful and how they can be used for various different business or non-business applications.

The Power of Game Mechanics

1) Game Mechanics Impact Brain Chemistry

Game mechanics are powerful because they impact brain chemistry. The different types of games can provide different types of physiological rewards to the player.

  • Learning (concentrating/solving problems/exploring) – Norepinephrine)
  • Overcoming Challenges – Epinephrine (Adrenaline)
  • Building Social Connections – Oxytocin)
  • Building/Finding Order – Seratonin

2) Core Loops Lead to More Usage (and repeat visits)

Game mechanics create simple core loops that gamers do over and over again. These create an addictive cycle that makes it hard to stop playing.

For example, the core loop in Farmville is:

  • Plant Seeds -> Harvest Resources -> Buy Seeds -> Plant Seeds.

The core loop for Gears of War is:

  • Move to Next Position -> Select Correct Weapon -> Aim and Fire Until Clear -> Move to Next Position

It was argued that core loops in daily life can be powerful for consumer behavior beyond games. For example, the core loop for Starbucks is something like:

  • Arrive at Starbucks – > Order and Chat with Regular Barrista -> Enjoy Your Coffee -> Repeat Tomorrow

This core loop turns buying coffee into an annuity for Starbucks. Perhaps this ability to create a strong core loop is why the Starbuck’s model has been so powerful.

3) New Element Prevent Core Loop “Tolerance”

As with anything addictive, the emotional (and chemical) rewards provided by the core loop decrease over time. So, how does a game company (or other business) bring people back to play (or buy) again?

A game like Angry Birds does this with new worlds and increased difficulty. Another way they bring people back it is to show incomplete levels that require “clean up”, keeping people busy getting creating order!

Providing a special item that is only available for a limited time is a way to stimulate demand and sales (and to keep up interest). For example, the McRib is one of McDonald’s ways of stimulating their customer base. Happy meals and various giveaways are others. Disney DVDs that would come out of the vault and be available for a limited time is another example of this.

4) Games Don’t Depend On Increasing Player Motivation

Game mechanics can’t assume that players will become more motivated to learn or add skills to play higher and higher levels. In other words, the challenges can’t become so hard for any level of player that they give up. So, to create this “system of the grind”, as a player’s level increases, it should be just about as easy to kill the mouse from level 1 as it is to kill the dragon in level 10. Perhaps the player will have accumulated more powers and slightly more skill, but it can’t be too far off from the original level of difficulty.

For a real-life example, Village Harvest had success with taking donated fruit from people’s trees and giving it to the elderly. But with success, they didn’t necessarily want to expand the program, making it harder for volunteers to help. They wanted to make the process a simple habit (a core loop) for each volunteer, making the overall program more sustainable and not a burden on them.

5) Game Mechanics Can Be Applied to Real World Problems

Game designers have access to huge numbers of rabid fans and they are pushing the envelope in terms of building powerful experiences that are designed to influence user behavior.

Games like Call of Duty, SIM City and Grand Theft Auto are examples of immersive experiences where game designers have a choice of what to simulate and what not to – simulating real life but with parts specifically removed.  Mobile games like Angry Birds and Diner Dash create seemingly mindless but nevertheless addictive games. Both types of games attract millions and game designers are constantly refining the games to improve stickiness and return visits.

Cases: Applying Game Mechanics to the Real World

Game mechanics can be applied to solve real world problems, to generate new ideas, or to provide better (or cheaper) results. Some examples of practical applications include:

  • NASA and Life Support: NASA created a competition for developers to work on life support systems for travel to Mars. They used the motivation of competition to push for better and more unique ideas.
  • Netflix used a similar competition to improve the algorithm for its movie database.
  • Galaxy Zoo was created to use a game-like system to allow people to crowd-source the classification of galaxies. They received 70,000 classifications within 24 hours of the launch in 2007. That’s one approach to handling “big data”.
  • The problem that Hope Labs wanted to solve was that people would stop taking their medication, leading to health issues. So, they developed an immersive game where players could go into their bodies and shoot the cancer cells, allowing patients to visualize the power of the medicines.
  • FitBit, Fitocracy and other fitness companies provide scoring, social elements and feedback loops that help people keep up their level of activity.
  • Smoking: In an experiment in Canada, virtual reality games were used to successfully reduce the urge to smoke.
  • Poker and currency conversion: In another example, a poker site solved the massive problem of online currency conversion in order to facilitate play across the world.

How To Make Game Mechanics Work For Your Organization

In thinking about how to add game mechanics to your company’s products or services (or any other organization, for that matter), here are six elements to consider:

1) Make It “Crunchy” – Crisply define the target audience for the change (e.g. mothers between 25-45 years old) and the behavior you would like to impact.

2) Make It Measurable – Make sure the behavior is specifically described and is measurable.

3) Define Your Core Loop – Understand what core actions the person will do regularly to keep them participating.

4) Do Compulsion Analysis – Understand what will keep them coming back the next day.

5) Measure Behavior – Track and analyze the results.

6) Test Engagement Strategies – Make sure you engage with your participants and try different things to see the impact on their participation.

Game mechanics go beyond badges and leaderboards. They can wield significant power if used correctly in ways that align with participant motivation. While video game designers are at the cutting edge, increasingly companies and other organizations will be using more advanced game design techniques.

Are you integrating game design techniques into your company or organization’s business model?

Why or why not?

To Learn More…

To find out about Cogswell’s programs, including Game Design, Digital Art, Game Audio, Entrepreneurship and Innovation and Digital Media Management: Cogswell College, Silicon Valley, Programs.

This article is based on the panel by five experts, including Cogswell Assistant Professor Albert Chen and moderator Margarita Quihuis of SocialxDesign. It was held at law firm Sheppard Mullin for the Silicon Valley Innovation Institute on May 15th.

About the author: Tom Treanor will be teaching two courses in Cogswell’s Masters Program in Entrepreneurship and Innovation in the Fall of 2013. He writes about Social Media Marketing in the Bay Area at Right Mix Marketing.

Jump Start Your Animation Mojo

May 28th, 2013

Cogswell College knows what it takes to take your talent from beginner to pro – but here’s a helpful article in 3D World Magazine with a few tips to help you decide if animation is the right path for you.

Their 10 tips include: the best use of your time (don’t waste time playblasting), how to approach each scene (treat each phrase like it’s own shot), dealing with facial expressions (it’s about motion not poses) and troubleshooting (bookend trouble spots).

It’s a challenge for artists to step back from their work and keep moving forward before each shot is perfect.

Check out the trailer from “Worlds Apart” an award-winning, short animation produced by Cogswell’s Project X class.

Remembering the Cogswell Alumni Who Served in WWII

May 27th, 2013

"Cogswell Spirit" newsletter from March 13, 1942

This is a day to honor all of the men and women who gave their lives fighting for our country in the time of war. We know that many Cogswell grads did their part and served in the US Military or as a civilian in the defense industry.

Following is the copy of page from the “Cogswell Spirit” newsletter dated March 13, 1942. The ‘news’ section of each newsletter from this period was filled with notes about our alumni’s involvement in the war effort. While we don’t know the fate of these specific individuals, we do know that many alumni paid the ultimate sacrifice.

We hope you will take a few minutes today to be thankful for what these individuals did.

Here’s the text from the News section:

“Thursday proved to be ‘Ole Grad’ day for Cogswell when the following alumni visited school.

Lee Stephens, how a 5th Class Technician with the 826th Tank Destroyer Battalion at Camp Roberts, reported that his division is the first Tank Destroyer unit formed for this war.

Conrad Schudel, a mechanic at McClelland Field in Sacramento said that he may be transferred to the air base at Hamilton Field.

Ray Miller is still working for P.G. & E. and is awaiting the results of the draft lottery next week.

Jean Auerbach gave an interesting account of her work with the Chemical Warfare Procurement District to the Filing class.

Peter Gaviglio, a lieutenant in the Navy who was wounded at Pearl Harbor, has been sent back to this country and visited school last week with his wife and small daughter. He is able to walk again and is anticipating taking command of a destroyer soon.”

Go Fly a Kite This Summer

May 24th, 2013

With the start of Cogswell College’s summer term this week, here’s a whimsical video to get you in the mood for summer.

Not one – but six kites dance across the sky and beach to delight and amaze you.

Are you ready to go fly a kite?

Find Inspiration on Pinterest

May 23rd, 2013

Now that everyone is settling in to the first week of the summer term, we thought you might find yourself looking for some inspiration for one of your projects some time during the term. In case you aren’t familiar Pinterest, we’d like to introduce you to Cogswell’s page.

Pinterest is billed as a photo sharing site – but it is so much more. You can share videos and blog posts along with artwork and photos. We have created a number of ‘photo albums’ called boards on Pinterest to give visitors an idea about what life at Cogswell is like plus one board of student artwork. We have also create a board called “Cool Things We Like” as a gathering place for images we think you will find interesting.

Check it out and let us what you liked best!