New Members Meeting 01/21/2015 - Posted by
The New Members Meeting is next Friday on the 23rd in WEH 5421 from 4:30-6:00pm.
This meeting will also act as a meetup point for those of you participating in the Global Game Jam.
Other than that, it's meant to be a kind of loosey-goosey ice-breaker-y type get together, so come join us over a slice of pizza! It's sure to be good fun!
See you there!
Release and GCS Gold winners! 12/12/2014 - Posted by
Congratulations to BitBot, Rubber Duck Adventure, Trafficking, Lunatix, and Patient for demoing at release this semester!
Also, I'm happy to announce that the winners of GCS Gold for Fall 2014 are BitBot and Rubber Duck Adventure.
Look out for all of these games on the website (http://www.gamecreation.org/) soon.
I hope everyone has a great winter break. We'll see you in the Spring.
Meeting Friday Nov 14 11/14/2014 - Posted by
We'll be meeting Friday (today) at 4:30 PM in Newell Simon Hall room 3002. Thanks to everyone who filled out the survey! Based on the feedback that we have received, we are going to try a new meeting format this week. First of all, we'll open the door 10 minutes early for people who want to come early and socialize. The first few minutes will follow the typical meeting format so that we can continue to discuss the election process as well as the future of contests (which will become less rigid). After that, though, we will try using stations which you can join or leave at your own pace. Specifically, one corner will be office hours, so that anyone currently working on a project can receive advice or discuss the project process. The other corner will be an informal critique/discussion based around an existing game (we will vote on which game to play). We're looking forward to developing a new meeting format that is useful for everyone, so we'd love it if you can come and let us know what you think.
HALLOWEEN PARTY, contest, and Meeting Friday, October 24th 10/22/2014 - Posted by
We'll meet Friday, October 21 at 4:30 PM in Newell Simon Hall Room 3002.
We'll show off entries for the "Unopenable Door" competition (there's
still time to enter and win prizes!), and we'll also have project updates.
Project leaders and potentially others on the project team should present
their progress so far. It doesn't need to be fancy, but the more you can
show off what you're working on, the better.
Also, there is a Halloween Party at Schell Games this Friday (a week
before Halloween). Schell Games is in Station Square (they have moved
recently, so it's not at the same place as last year's), but a group will
leave from GCS together either by car or public transit, so you won't have
to worry about transportation. There is no RSVP necessary, but costumes
are recommended (and there is a competition for the best costume).
Meeting + Contest Entries, Friday, Oct 3! 10/03/2014 - Posted by
We'll be meeting today (10/3) at 4:30 PM, in Newell-Simon Hall room 3002 (confirmed). The main thing on the agenda is presenting all of the entries from the first contest and
voting on the winner. We'll also announce the next concept theme. Come and see what everyone has made, or bring your own entry. Even if you haven't started making entry, it's still not too late to create a concept, some art, music, or even a working game prototype!
Pitch Fair Recap 09/13/2014 - Posted by
If you weren't able to attend Pitch Fair, or just wanted to see the list of projects again, don't worry, we've got you covered. There were five projects pitched this semester. If any of these interest you, feel free to contact the project leads. (@andrew = @andrew.cmu.edu)
Lunatix: Explore and navigate a directory in this text-based adventure-- using unix commands! This educational game combines retro-style exploration with a modern terminal as it teaches players to navigate directories.
Engine: Flask + JS
Art Direction: text based
Looking For: Programmers, writers, musicians, game designers
Contact: Ivan Wang (icw@andrew)
Rubber Duck Adventure: Control the water around a rubber duck as he starts his adventure down a perilous river!
Art Direction: 2D
Looking For: Programmers, 2D artists, musicians, game designers
Contact: Maddie Duque (mduque@andrew)
Patient: A narrative-driven game where the player takes on the role of a patient in an unknown time, place, and backstory. The character is seriously injured, with only the abilities to look around, and shake and nod his head.
Art Direction: 3D
Looking For: Anybody
Contact: Cory Chang (coryc@andrew)
Team BitBot: A 2.5D side-scrolling cooperative action platformer, featuring two robots Bit and Bot. For one or two players.
Art Direction: 2.5D (3D art, 2D gameplay)
Looking For: Artists, musicians, programmers, designers
Contact: John Choi (johnchoi@andrew)
Traffic king!!: A traffic simulation game where you keep a city running smoothly.
Engine: Flixel (Actionscript)
Art Direction: Top down 2D
Looking For: Programmers, 2D artists, musicians, game designers
Contact: Roger Liu (rogerliu@andrew)
If you're interested in participating in GCS, but don't have the time to commit to a game, you can also help out on these projects by being a playtester. Just email Cory or Mackenzie (see our about page).
Pitch Fair and New Member Meeting! 09/10/2014 - Posted by
I'm your Director of Development (DoD), and my job is to help people scope out pitch ideas, and make sure semester projects are on track. For people interested in joining a project this semester, Pitch Fair will be this coming meeting, Friday September 12th at 4:30 in NSH 3305. If you can't make it to the meeting, we'll be posting everybody's pitches on our website (www.gamecreation.org).
If you're interested in running a project, please fill out the following form before Wednesday. This will give us time to meet to discuss the project, explain how pitch fair works, and answer any questions you might have.
Before submitting an idea, remember that you'll have roughly 15 weeks to complete a game. This might sound like a lot of time, but when actually adding up the time you work, it is roughly equal to a hackathon project, so do try to keep scope in mind before pitching the next FPS MMORPG.
If you have any questions, do not hesitate to shoot me an email.
New Member Meeting, Fall 2014! 09/03/2014 - Posted by
Our official new member meeting will be this Friday (September 5th) at 4:30pm in Newell-Simon Hall 3305!
It's open to anyone who's interested in making games: artists, composers, programmers, writers, and more! Come learn what GCS is about. Old members too =)!
ZOMG it's RELEASE 04/30/2014 - Posted by
RELEASE is happening this Friday from 4:30 to 6 in GHC 6121! Join us for pizza, cookies, and games as all our teams from this semester present their finished projects! The best two games (as determined by popular vote) will receive the honor of GCS Gold, earning prizes for their team members and special recognition on the GCS website.
Project leads, please bring a laptop or two with the most final version of your game, and be prepared to submit a copy of it that we can put on the website (or a link, if it's already web-based).
Talk this Friday instead of meeting, release 04/24/2014 - Posted by
Release is next Friday! We've been getting in touch with project leads to make sure everyone knows what is going on and what to expect, but please feel free to ask if you have any questions or concerns.
We don't have a general meeting this week. Instead, there is a talk about cloud-based precomputation at 4:30 in Newell-Simon Hall Room 3002 (the same time and room that the last few meetings have been in) The description for the talk is as follows:
"Building New Kinds of Games Using Cloud-Based Precomputation Large-scale distributed systems have revolutionized applications across computing, including search, machine translation, and filmmaking. It can be difficult, however, to apply these systems to games, due to the serial, real-time nature of many types of game dynamics. As a result, game graphics, physics, and AI are still largely limited by the processing power of individual PCs and consoles. In this talk, I will discuss how we can use massive cloud-based precomputation to create games that are not bound by these constraints. Using player models learned from recorded gameplay traces, we can efficiently sample game state spaces in an offline process, then use the sampled data to build an interactive game runtime. Since we sample the state space offline, our game dynamics can be arbitrarily complex, allowing us to create immersive, engaging games that could not be made any other way.
Matt works with Adrien Treuille....and is getting ready to commercialize his research. Their objective: massive precomputation to enable beautiful, complex graphics and physics in games."