Registration to participate in the Global Game Jam 2017 is now open! SIGGD is hosting a site this year at Purdue University. It’s open to anyone over 18 years of age, goes on from January 20th to January 22nd and starts at 5:00 pm.
Anyone. Students, seasoned veterans, enthusiasts, professional developers, whoever! Since there’s limited space available, I made a form for anyone interested to fill out:
After almost 24 hours of hacking, the 3rd annual SIGGD Game Jam is now complete. We started out with about 11 participants, but numbers fell as groups weren’t able to have all members show up. In the end, we had 8 people which led to 5 games being submitted overall.
We had a lot of new developers making games, and I am sure everyone learned something new while working together. Next game jam will most certainly be bigger, and we will try to make sure there are more awesome prizes as well!
The final results of the game jam were:
1st Place - Prize of Unity Pro - DVGame
2nd Place - Prize of Homido Virtual Reality Glasses - HOJ
Next week, Friday, the 21st through Sunday, the 23rd, we are having a Game Jam hosted by SIGGD in LWSN B151. It will start at 6:00.
Prizes such as a year of Unity Pro and HOMiDO Virtual Reality Glasses will be avaliable for the winners! Food will be provided for dinner Friday and Saturday, and we will be holding the entire room throughout the weekend.
Make sure to bring your laptop, as we cannot garuntee there will be enough computers for you to work on in Lawson!
So we are trying something different this year. Instead of solely doing the tutorial and moving on to work on our game, we are going to have a 3 week long hackathon! It won’t be a typical day-to-day hackathon, all meetings will take place as time to work together, and should be enough time to get your game running.
However, that isn’t all. The games will include two mystery assets, one for 2D and one for 3D! You can find the 2D asset here and the 3D asset here. To properly import these prefabs, add them to your “Asset” folder and drag them into the scene inside of the editor.
All games must use at least one of these assets in some way, shape or form. It can be an integral mechanic of the game, or it can simply be a background prop. All it needs to be is visible within the first few minutes of playing the game.
Developers are able to modify the asset only by adding more components to the gameobjects or changing the values of the components. You cannot delete any component or gameobject.
We will demo these on our meeting Thursday, October 20th, and the top winners will have their games hosted on the website. Myself and all other experienced members will be around to answer any questions about unity.
The ACM callout is coming soon, Friday the 16th of September at 6:00pm at PHYS 114! Make sure to come to that callout to learn more about SIGGD and all the other ACM groups.
The SIGGD callout will be on the following day, Saturday the 17th at 6:00 at LWSN B131. Make sure to come that day so we can start teaching you all about the club, and get you all accustomed to Unity.
We have a lot planned, including a fun tutorial, a two week-long game jam, and finally rolling out our newest game, “Grappling Hook Fighters”, for lack of a better name. It is almost complete, and we need YOUR help to finish it!
Want to get a head start? Download this powerpoint and follow the instructions to our Unity tutorial (click here) and try it out yourself!
Registration to participate in the Global Game Jam 2016 is now open! SIGGD is hosting a site this year at Purdue University. It’s open to anyone over 18 years of age.
Anyone. Students, seasoned veterans, enthusiasts, professional developers, whoever! Since there’s limited space available, I made a form for anyone interested to fill out:
Here’s also information about the jam site: http://globalgamejam.org/2016/jam-sites/purdue-university
Overall, I think the game jam was a success. There were 16 participants and 4 teams entered their game at the end.
There was one team of 4 at the start that didn’t return after the first day, so I don’t know why they decided to stop participating.
But overall, there were a lot of cool ideas floating around and a lot of fun between the groups.
The facilities were actually quite adequate for the game jam. For Friday and Saturday, we stayed in Knoy 306, which had tables in the middle
of the room that the participants could rearrange into what they needed for their group. On Sunday we had to move to Knoy 340 only because I
worked in that lab during the game jam and I wasn’t going to be held responsible for anything the jammers did because I wasn’t there.
Despite this, everybody was having fun.
After everybody entered their game, we had a little showcase. There was a game where you played as a cell that ate other cells and grew bigger and bigger.
Another game you played as an elderly person and had to fight off these robotic nurses that were trying to capture you.
The third game you played as the last human and had to fight off robots before they killed you. The last game, you played as a robot who found
and fell in love with another robot and tried to escape a laboratory. It was really interesting seeing the different ideas that came out of the theme,
which was Artificial Life.
Having semester game jams seems to be working on bringing the game development community together here at Purdue. I’ve met people from the different
game dev clubs on campus, and even some that weren’t a part of those clubs. It’s really exciting to see the gaming culture as prevalent as it is on a
campus that’s known for its STEM programs because that means the students are changing Purdue to accept game development. What we make moves the world forward.
The game jam has been going for about 2 hours now, and there is a lot of talking, ideas flying around, task prioritizing, and story elements
being passed between teammates. There are 14 participants split into 4 groups. It’s so lively.
After weeks of planning and coordinating various things together (advertising to various universities, advertising around Purdue, asking industry
professionals to help judge and come up with a theme), I am happy we have this amount of people here for the second game jam. We are offering prizes
again, which was probably part of the appeal. Grand prize is the Razer DeathAdder mouse, one for each winning teammate. Second and third place have
a choice of these fundamental skills books: one focusing on sound design, one for game programming, one for figure drawing, and one for game design.
The theme for this weekend’s game jam is Artificial Life. The ideas I am hearing are really exciting. I’m excited to see what they come up with in the next 40+ hours. Many thanks to the CGT department for
sponsoring this game jam.
ACM’s callout was great! We had a lot of freshmen that were interested in ACM and what the SIGs do as well as a small smattering of upperclassmen who were interested, too. SIGGD got 10 or so new people, and we’re taking them through tutorials. A little heavy on the programmer side, but we’ve got a fair amount of artists and sound engineers, too! Andrew, our lead programmer, created a very basic tutorial that took the programmers through all the various things they needed to know and even let them customize their own game! Austin is taking his rookies through sound design, and I’m taking my artists through the joys of pixel art and maybe even 3D art. Today, everybody is finishing up their tutorials from Saturday and we’ll move on to the next challenge!
Are you an artist, programmer, level designer, sound artist, or just someone that wants to play a game 10,000 times to break my code? Come to the ACM callout at 7:20 on September 9th in PHYS 114. We will have a short demo of the game there and a lot more information about what we need, and what you can get out of this.
With the new year officially in session, we are about to recruit some new members and finish our game-for lack of a better name-“Space Salvage”. The development for a while has been rather slow with me at the programming helm, but once we get some more playtesting, better lighting, feedback, more game mechanics, and fully implement our procedural generation, the game will be ready to be sent to the Independent Games Festival (IGF).
We are also planning another game jam soon, more details about that later. This time it’ll be bigger than ever, and you better come, despite whatever you think you may or may not know!
SIGGD’s first game jam started well. Three teams entered: a group of three, a group of two, and a group of one. I warned them of all the quirks of the lab, provided snacks and drinks, and they were off on creating a game in 42 hours. I got drawn into creating a game; I really can’t stay away from these things, ha ha. My team left around midnight, but the other teams worked steadily into the night. How long they stayed up is their secret.
Somewhat early the next day, I begrudgingly pulled back the warm covers of my sweet, sweet bed and came back to the game jam sight to work some more. One team rolled in a couple hours later, and the other later that night. Getting fed up with the restrictions of my laptop, we decided to head home to a better computer and work from home. The team of three stayed and the team of one left as well. Once home, my partner and I worked in shifts, grabbing a couple hours of sleep here and a couple hours there. It was a rough night.
We headed back to the jam sight to see if the judges would show up (a couple were long distance and a couple were local). But as the submission deadline ticked ever closer, I got nervous. Someone would have to judge the games, and logically that should be me. But, what do I do about my entry? The easiest solution was there all along: disqualify the game I was working on to judge the other games. That would be the course of action if the judges didn’t respond.
I sent out the link for the judges to play the games, and one responded. Since I couldn’t base a winner off of one judge’s ranking, I disqualified mine and judged the others. Unfortunately the single participant couldn’t enter her game because her internet went out, so by default the team of three won. It wasn’t the best ending to SIGGD’s first game jam, but it’s a start.
For the future, I’m planning another game jam in the fall as well as hosting the Global Game Jam in spring. I learned a lot from this first experience: this event needs to be earlier and advertised a lot harder. So, with that in mind, I look forward to bigger and better game jams in the future.
It’s almost time for the game jam and I’m excited to see it happen! I have 4 judges as well as sponsorship from Google and the Computer Graphics Tech department here at Purdue. It’s a small step, but I’m really happy we can now have prizes and food at the jam. Hopefully attendance will be decent. I put fliers all over the big student spots on campus, so I hope my efforts have helped get the word out!
There’s still plenty left to do. Request guest accounts, check to see if the building will be open, go get prizes and food, prep the judges are just the few things to do before the jam. It’s going to be a crazy week, but it’s going to be so fun at the jam.
After missing the Global Game Jam, SIGGD decided to host our own game jam here at Purdue! The venue is set, the time have been chosen, all that’s left is to advertise, advertise, advertise! Also, find sponsors.
I have been asking professionals in the industry for support as well as groups on campus for advice and support. So far, I have one judge, a possible sponsorship from ACM, and a couple leads from networking. Hopefully there will be enough support for the jam.
As part of the “New Semester, New Project” initiative of ACM, we have started
our brand new project Space Salvage Game (Internally named as NewSpaceGame).
Keyword-wise our project is a top-down 2D space exploration game. Where you,
Space Dude, is on a space walk salvaging an old wreckage collecting relics and
other lost and forgotten things of the past. Equipped with his trusty wallet and
tether, Space Dude bravely steps out to where no one has gone before.. well
In other news, we gained some new members, initiated planning on a GameJam for
this semester, and will also (hopefully) be demoing our game at BoilerFrag 8.0
SIGGD is going to have a working prototype of Killer Platform (working name) for Purdue University Gamers Group (PUGG)’s
event called BoilerFrag. BoilerFrag is a big LAN party for gamers on campus. People come together and games of all sorts for a day.
This would be a great opportunity to gain more exposure for SIGGD, who we are and what we do, as well as a great opportunity to get feedback on our current project.
BoilerFrag is in a couple weeks, and we are steadily making progress.
After a couple of years, the “About Us” photo needed an update. Most of the people in the old photo graduated and are doing
things in their jobs. So here we are, a smaller group with a few stragglers that came in after the photo, but still strong at
In other news related to games, I contacted a fair amount of US game companies about helping sponsor members of SIGGD to
go to the Game Developers Conference in March of 2015. A few are interested in helping sponsor our trip, most probably sent my email into
the trash, but there are lots more companies out there to ask. Just even getting a response shows people are interested in helping young
developers break into the field. I’m excited. Are you?
We had a good turnout from the ACM callout! About 10-15 new members joined, possibly more, and they all seem eager to sink their teeth into the project.
Thursday, Unreal Engine 4 was not installed yet on the computers, so I talked about various aspects of the club as well as answered many of their questions.
Today, UE4 was installed on half of the computers, so we had to improvise. Everybody got experience in Unreal by playing around with various templates and assets
of UE4. Tuesday, we will start giving tasks to the rookies and plunge them into game development!
As another semester starts for SIGGD, we are wrapping up production on 20,000 Leagues Over the Sea and entering it into the 2015 Independent Games Festival. A top down shooter with 2D backgrounds and 3D art assets, sound effects and music, and of course, generous doses of programming, we say goodbye and good luck.
Our new project for this semester is currently called Player as Platform. It is a 2D side scrolling puzzle platformer with a twist: the player is a platform destroying humans in some strange alternate reality. To help emphasize the dark humor vibe we want, for art and sound direction, we decided to have a happy, bright, and (for art) a chibi feel.
I personally felt having a basic game idea in place before the callout will help new members jump into an idea already in progress as well as get potential new members excited about this new idea. Here’s to a big turnout!
Global Game Jam 2012 was a pivotal moment in my life: it was the first experience I had in having completed a game with others, and within the confines of a weekend at that. It left an impression on me.
This left me distraught having learned Purdue had not held the event since 2010 (a year in which had no submissions). This year I had the opportunity to amend this, by coordinating Purdue’s Global Game Jam 2014 site.
Planned in two and a half weeks, Purdue’s location hosted 30 registered participants who funneled into 5 teams which stuck through to the end. While I often felt somewhat unnecessary during the event, the before and after stages taught me quite a bit.
Hey there Blob Blog Followers! Our Lead Designer, Ben, is home from his summer internship and is getting into gear for the upcoming semester of Blobbing! Here is a summer update special showcasing the early looks of a lighting system.
Over here on Blob Squad we have been working hard to make an enjoyable game. Following that goal we implemented multiplayer! These are our first moments blobbing with pals!
We have already made several bug fixes and implemented more features since these Blob Moments™ were captured! Look for more Blob Game in the near future and make sure to subscribe to our youtube channel for video updates and developer diaries.
It’s already October, and things are moving forward quickly here at SIGGD. We’ve planned out our backlog, set our goals, and have started our sprints! After brushing up on the engine, level editor, and other necessary tools, all of our teams are already quickly moving into developing the game along with our new members.
Our art team has been working hard on assets for the game. Here you can see Edward working hard on our main character, code named, “Lucy”, and Lee Anne working on her, “Winged Bot”
We’ve been working on Version 3 of our level editor dubbed “TreeQuake”, where we can edit our maps, events, and placement of actors all while being able to test and play the game! It’s quite an improvement on our previous iterations and we’re excited to watch it progress!
We’re swiftly moving forward, and can’t wait to update you on our progress in the future!
We’ve had our two call outs, and the results of our first meeting are phenomenal! The two call outs had 100+ students in attendance, and our first Saturday meeting had 40+ new members show. With this huge surge in membership, we’re looking for ways to expand our working environment. We’re working hard to get the wiki up and moving, as well as developing a curriculum to teach new members about our engine, level editor, and general game programming.
We’ve decided to focus on teaching our new members the fundamentals of their team’s work for September, while re-evaluating the situation come October to decide whether or not to push for the IGF 2013 deadline of Oct 31st.
Meetings: Tuesday,Thursday,Saturday 6:00pm in LWSN B131