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
Posts Tagged ‘game programming’
Tommy Refenes remembers his days as an aspiring video game designer and the myriad of questions he had about how to get started. Following a particularly inspirational presentation, he wrote the featured game designer a long email filled with his thoughts and questions. Sadly he never heard back from the designer.
Through trial and error he eventually learned his craft and in May 2006 Tommy founded PillowFort and created “Goo!.” The game earned an IGF Technical Excellence nomination, grand prize in the 2008 Intel Game Demo contest for Best Threaded Game and finished 3rd for Best Game on Intel Graphics. He is best known for “Super Meat Boy.”
Now he is in the position of master game maker and the recipient of those ‘how-to’ questions. He says that the two most asked questions are, ‘How do I get started?’ and ‘What programming language should I use?’ In this article in Gamasutra, he attempts to answer these and other questions.
- Everything starts out at the very most basic level and builds up from there. Breaking your game down into small pieces forces you to analyze and evaluate your ideas on a deeper level.
- When it comes to programming languages he suggests that you stick to what you know, or go the easiest most comfortable route possible to acquiring skills to start work on your game. So if you know a little Flash, use Flash, if you use C++, use C++, if you only use Java, then use Java.
- The article also covers using books and tutorials as learning aids, what software he has used, how he stays motivated during the development process, steps to get your game on various platforms and how to deal with a lack of audience interest in the game you build.
Send us your questions about how to get started as a game programmer or visit our website to learn more about earning a BS in Game Design Engineering.
If you want to learn the secrets behind creating mind-boggling effects in your game, then take a few minutes to read the article that Keith O’Conor wrote for Game Developer Magazine in April 2012. Conor is a Senior Rendering Coder at Radical Entertainment.
Managing particle systems efficiently was a key task in building life-like special effects like dust, smoke and water into Cogswell’s Project X short animated films.
In the piece Conor talks about Radical Entertainment’s particle system composed entirely of a component-based feature set, techniques to reduce memory usage and fragmentation, managing vertex buffer memory demands, fine-tuning rendering performance and much more.
We highly recommend that all Cogswell Digital Art Engineering degree students check this article out. They have also included a snippet of code at the end of the piece.