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Mar 16, 2010

The Asynchronous Collaboration Game Challenge, Part II (Rules)

If you haven't implemented a game before, this weekend is Klik of the Month on www.glorioustrainwrecks.com. Participate in that for practice, there are people who can help you!

Part II of the challenge has begun! In this part, you will be tasked with implementing a game using Part I's designs and assets. The designs and assets are here! But don't you start downloading them yet. This is a challenge, we have constraints to make it challenging.

Here are some rules

There's no "I" in "COLLABORATION"

Part of the fun of this challenge is that it forces people to team up with each other. But that doesn't work unless we force people to team up with each other! So you're not allowed to use your own design or assets. You have to use someone else's if you want to be eligible for prizes.

If we didn't do it this way, there wouldn't have been much point to Part I!

i made a picture

If the design you choose has assets to go along with it, you have to use the assets provided before using your own. This doesn't mean that you can't create assets, just that you can't replace existing assets for new ones. If something is in the design but isn't provided as an asset, you're free to make it yourself!

Lol, Internet

You're not allowed to use assets beyond those provided and those you create yourself; no pulling a sweet sprite or jammin' soundtrack off the Internet.

Team Size

In Part II, you can work with only one other person, because we only have enough prizes for teams of that size. Human assets from Part I don't count towards that, because technically they're in Part I.

The best game will net prizes for both the team that made the design and assets and the team that implemented it!


The competition ends on April 6. It started two weeks ago, and there are three weeks remaining!

Here are some summarizing bullet points

  • Members select one game design from the previous challenge, and implement it, in teams of 1 - 2 people
  • Members cannot develop their own designs
  • There will be one prize per team member for the best implemented game (the implementing team and design team will both win prizes)
  • The challenge ends at the meeting on April 6th
  • If the game design includes art, the art must be used, but additional art can be added (same for sound)
  • All code and assets must be made by team members

Here are some designs and assets

Designs and Assets

click to get at them

Mar 9, 2010

Meeting: Anna Anthropy on Guided Level Design

Perhaps the flyer which brought you here in the first place??

Anna Anthropy will be presenting at our next meeting on Tuesday, March 16! You should come, even if you're not a part of the club. (Even if you're not a student here! (Even if you're from the Internet.)) I don't know what she'll be talking about, so I'll tell you a few miscellaneous things about her. Or you could just skip this post and play her games.

As a general introduction, Anna is a game designer and critic who excels at telling stories through the medium of games. Rather than relying on the embedded media of text or movies, like most story-based games out there today, she embeds her stories in the gameplay interactions. Literally, she has told a video game love story where the only action you can take, as the player, is to shoot. More abstractly, she's told countless smaller stories in her various games' level designs. She has written extensively about game design and storytelling on her blog, where she has, among other things, dissected the level designs in Super Mario Bros. and Star Guard to find out some of the reasons they're so good.

Since it's right after transgendered awareness week, I feel it's worth mentioning that she's transgendered. Historically, this has been a problem for people in the game industry; the story of Dani Bunten, lead designer of MULE (you should play the online multiplayer version) is a tragic one. Anna's story is more inspiring—it's a testament to the meritocratic nature of the Internet that she became known and respected first, and when people finally figured out that she was biologically male, few really seemed to care. Ultimately, people are more grateful than anything, because she has created some of the few games with non-immature lesbian stories.

She's a judge in the Independent Games Festival, and she's been influential in making the judging process suck less for those whose games were are getting judged.

Also at this meeting

People will show their progress on the current challenge, if they've got anything to show! (I still need to post the rules and the design docs for that thing, sorry. •_•)

We'll probably share anything interesting that happened at GDC this weekend. I'm sure that something interesting will happen at GDC this weekend. (EDIT: Interesting things happened at GDC this weekend!)

People will also make new friends and get along with each other!

Here's the where and the when

Guadalupe room (second floor), Student Union building, San José State University
Tuesday, March 16
7:15pm - 9:15pm

RSVP on Facebook, if you like.

Mar 4, 2010

Odds, Ends, and Beginnings (Summary)

If you didn't come to the meeting, you missed a grand time. But that's okay, because it's my job to summarize it for you!


If you're attending GDC, there's a mandatory informational meeting next Friday Wednesday (March 11th)! We don't know when or where it'll be yet, but it'll be posted on the Facebook event page (so sign up on there to get messages if you haven't already) and there'll be a flyer or something in the CS Club. The informational meeting is now scheduled for Wednesday, March 10, at 7:00 PM, and will start out in front of the Student Union.

The deadline for payment is Tuesday, March 9th, which is five days from now! If you haven't paid yet, get in contact with Cindy through the Facebook page, where her name is spelled Shin Deh.

T-Shirt Design

We're going to be making T-shirts at some point! You can try to design one, but it'll pass through an intensive quality control program, so don't be offended if it gets rejected for being too boring or ugly or something! Here is one which was rejected, how foreboding:

Not that you shouldn't try! You can post attempts and works in progress on the mailing list.

First Phase of the Contest

People presented their designs, shoddy half-designs, assets, and shoddy half-assets! You have like three hours left to submit your own, by the way. I will post them on the website here because we are about to start the

Second Phase of the Contest!

I will be posting the rules to that too, just be patient.


Parris played all the games we made for the Intergalacticollabogamesmash! You can play them yourself here. Those are only the 35 (!) games we made at our physical event; on the Internet, 102 people made 529 games, which you can play here. It was an awesome time, so we will be doing more things like that.

Next Meeting

Anna Anthropy will be our guest speaker! Sweet! More on that later.

Update: The GDC mandatory informational meeting is on Wednesday now! Gosh!

Mar 2, 2010

Submission Instructions for Part I of the Current Challenge

Just so that we're clear!

Wednesday at midnight Thursday at midnight is the deadline for the titular current challenge! (It used to be Tuesday at 9:00, we changed it for some reason. And then it used to be Wednesday, but we changed it again! what the heck) If you have stuff on a computer, put it in a zip file and email it to kelseyhigham+gamedevyay@gmail.com (that's me) by the end of Wednesday Thursday, so that I can put it here on sjsugamedev.com. If you have stuff on paper, either scan+email it, or bring it to the meeting and we'll have a person with a scanner you can lend it to. If you have stuff made out of clay, man, that's really great. You should be proud.

Update: Just kidding! It's Thursday now.

Feb 24, 2010

Odds, Ends, and Beginnings

Oh hey, we have a meeting next Tuesday! There are two important things you should know about it.

GDC Money

If you want to attend GDC with us (about that), you need to bring $75 to this meeting probably. Technically, you need to get it to Cindy by March 9, which is a week later, but she will be at the meeting, so it makes sense to bring it then!

Deadline for the Current Challenge

This meeting Wednesday Thursday at midnight is the deadline for the subtitular current challenge! If you have stuff on a computer, put it in a zip file and email it to kelseyhigham+gamedevyay@gmail.com (that's me) by the end of the meeting Wednesday Thursday, so that I can put it on this website here. If you have stuff on paper, either scan+email it, or bring it to the meeting and we'll have a person with a scanner you can lend it to. If you have stuff made out of clay, man, I really admire that.


Also at this meeting: we'll announce the next challenge (you already pretty much know what it is), and we'll show off any games made during the Intergalacticollabogamesmash! (Which is on Saturday, and which you should attend, because it will be fun fun fun.)

Tuesday, March 2, 2010
7:15pm – 9:15pm (though it probably won't last nearly that long)
SJSU Student Union, Guadalupe Room
Facebook event details

Update: The new deadline for submission is Wednesday at midnight, not Tuesday at 9:00.

Update update: Haha, now the deadline for submission is Thursday at midnight.

Feb 24, 2010

Albert Chen: Episode 3 (1)

Thanks, Albert Chen, Assistant Professor of Game Design and Development at Cogswell, alumnus of LucasArts, Factor5, EA, and 3DO, and generally awesome guy, for presenting at our club for a third time!

(He talked about design docs, you guys! So great!)

Feb 20, 2010

Design Docs and Teaming Up (Summary)

That was a cool meeting! Albert Chen provided three general approaches to designing and documenting a game, not all of them explicitly involving a design doc. If you couldn't make it, or you thought it was so great you have to see it again, we'll have a video up soon. Soooooooon.

Nobody seemed to actually bring stuff they made, but people did team up, so that's cool! I wonder how many entries we'll get? It seemed like not very many—if you have an idea for a game, this is a pretty good opportunity to get it out there! Remember, designs and assets are due on March 2.

Feb 11, 2010

Design Docs and Teaming Up

What You Need to Know

The next meeting is this Tuesday! Albert Chen will be presenting about design docs, and you (yes, you!) will be bringing stuff you've made.

Tuesday, February 16, 2010
7:00pm - 9:00pm
SJSU Student Union, Guadalupe Room

Facebook event details

The Rest of This Post is Boring

Design Docs

We've asked Albert Chen (we've seen him before) to give a presentation on design documents! A design doc is basically a big document that describes a game in detail before it's been made; in big companies, it's given to all the departments and they try to make a game matching it as accurately as possible. For some games, it can be hundreds of pages long, and it can be a full-time job to write and maintain one!

Making a design document first isn't the only way to make a game—some continue designing throughout the entire development process, some just implement what's fun to implement. Some use a design doc, but only as a first draft, and modify the game as they please as they're making it. Some, like Valve, just make a bunch of gamelike things, see which ones are the most fun, and try to glue them together.

A design doc is probably the best way for you to describe your game, though, for this competition! Albert will help you make yours better.

Teaming Up

This is the meeting where you should bring stuff you have made that can conceivably be shoehorned into a game! It doesn't matter how terrible or ugly or embarrassing it is, bringing stuff is better than not bringing stuff.

If you're an artist, you can bring drawings or your laptop or whatever. If you're designing a game, you can bring any game ideas or sketches or mockups you've made. If you're a musician, you can bring something with headphones or speakers.

If you haven't made anything that could conceivably be shoehorned into a game, try it! Think up a game idea and write it down, or try to draw a cool robot. Give yourself an absurd time constraint, like 5 minutes, so that when you show it to people, you can excuse how bad it is with "well I only gave myself five minutes".

The goal here isn't to find out who's good at what, it's to find out who's interested in what. If there are two people who like unicorns, and one of them is interested in design, and one of them is interested in illustration, maybe they should team up!

honestly though i think both of these are awesome

Feb 6, 2010

The Asynchronous Collaboration Game Challenge, Part I (Rules)

2D and 3D elephants making music

This post is way too long! Just read the bullet points at the end.

Our next challenge is a two-parter! In Part I, you are tasked with designing your game's gameplay and assets.

In Part II, you are tasked with coding together someone else's game, but we'll worry about that in a few weeks.

Does the prospect of making a game without learning to code appeal to you? Well get your head out of the cloud, buster, it's not as easy as your daydreams make it out to be. There are some barriers, technical and human, which you need to deal with.

The Technical (or: The Rules)

To be eligible to compete, and to be awesome, your game must incorporate at least two of the following keywords: animalsfood, future, and snow. How you incorporate them is up to you!

Here's the tricky part. If you want something in the game, you have to make it yourself. Do you want your guy to be able to run and jump to the left and the right? If you don't want your game looking like Karoshi, where the main guy is facing forward the whole time, you have to draw all of those pictures! Don't worry, it doesn't take as long as you fear. I drew this guy in a minute: low-quality walking animation Imagine what you can do with ten minutes.

If you have a grander vision, however, you are welcome to team up with people. Teams can be up to three people in size. Have one person draw the backgrounds and one person draw the sprites and one person compose the music, I dunno! (You can also make THREE DEE MODELS, if that's your thing.)

That's one reason you should bring stuff you've made to the next meeting: you can see who's interested in what and team up with people who complement you. Don't worry if you suck at everything; all of us suck at everything! That's why we're in college.

The deadline for this thing is March 2nd. Establish your vision by then.

The Human (or: Protips)

You'll want to make your game design as detailed as possible. Otherwise the programmer could misunderstand your vision! Make sure you write down exactly what you have in mind. Draw levels on graph paper, specify speeds of things in pixels per second, write down text exactly how you want it to be worded. Coding a game is hard work; the programmer has enough on his plate without having to make arbitrary decisions all the time.

Remember, though, coding is hard. Keep your game simple. If you make your game design too complicated, the programmer won't have time to finish it all—he might just pick the funnest subset of your game to make, or worse, skip it entirely! Take a look at some existing games we've made to get an idea of what a reasonable scope is.


  • Form teams of 1 - 3 people to design a game. People cannot be on multiple teams.
  • Design the game, but don't create the game: describe the game in words, and provide assets (art and sound) for it.
  • Game designs must match at least two of these keywords: food, future, snow, animals
  • Game design descriptions should be as detailed as possible so that the game design is not misunderstood
  • Game designs should be easy to implement, because some of them will be implemented in the next challenge
  • There will be prizes
  • The design is due in four weeks, at the meeting on March 2nd
Feb 2, 2010

Spring 2010 Kickoff (Summary) (2)

Here's what went down!

Cindy described the plan for GDC. If you'd like to go, she's gonna need your contact info and $75 deposit by March 11, as it now says on the Facebook event page. You should sign up on the event page, even if you're not sure whether you're going! That way you can receive updates about it. Don't worry, we won't tell anyone.

Our meetings will be on Tuesday this semester, due to room availability in the Student Union. Put that in your brain so you don't forget it! The meetings will be on Feb 2, Feb 16, Mar 2, Mar 16, April 6, April 27, and May 11. That's almost, but not quite a meeting every two weeks.

The next meeting is a flaunt-your-wares meeting! If you have made pictures or programs or noises or anything that could conceivably be shoehorned into a game, you should print it out or put it on your laptop on into your iPod and bring it. It will give you an opportunity to meet people to team up with to make games! That's great! Don't you think that's great?

We brought up the Glorious Trainwrecks 371-in-1 Pirate Kart II. In a nutshell, it's an attempt to make 371 shoddy rush job of a games over a period of 48 hours. If you're interested, you should sign up for the Facebook event!

Because we're best friends with the SJSU CS Club, we're obeying their order to pimp S2B, a Microsoft thing that purports to connect students who want jobs to businesses who want students.

Last but soitenly not least, we have a new competition woo! This one is a competition in two parts, kinda like Assemblee, if you're familiar with that or you bothered to click. The first phase is one involving design and asset creation. If it's the kind of thing you enjoy, you design a game and provide all the images, models, sound, or whatever needed to make the game a reality. (It's okay to team up with people! That's what our next meeting is for, to let you figure out who to team up with.) In the second phase, games get assembled into moving parts. If you're qualified or motivated, you take as much of someone else's design and assets as you can and code it up. Hopefully by the end, we'll have made some awesome collabogames!

The next meeting is on February 16. You should go! My feelings will be hurt if you don't go.

Jan 24, 2010

Spring 2010 Kickoff

Last semester ended well. Although we didn't publish any Facebook games, we did make the playable games Too Much Stuff and Factory City. :D

...And we're back!

Our first meeting of the semester will be next Tuesday (not Thursday). We'll be having some fun and introducing the next game development challenge.

Tuesday, February 2, 2010
7:15pm – 9:00pm
SJSU Student Union, Guadalupe room

Facebook event details

Dec 2, 2009

Semester Finalle

Our next meeting is this Thursday!
After Facebook Game Development Challenge presentations, we'll be playing the New Super Mario Bros. Wii just for fun.

Thursday, December 3, 2009
7:00pm – 9:00pm
SJSU Student Union, Costanoan room

Facebook event details

Nov 23, 2009

The King of Kong (Summary)

The King of Kong was an interesting movie. A high score for Donkey Kong, set in 1982, was the world record until someone beat it just a few years ago.

Club members are getting a slow start on the Facebook Game Dev challenge, but that's to be expected. FB game development requires frontend and backend programming skills, and Facebook has an API that you need to learn.
Nonetheless, we're still hoping to see a couple games at our next meeting, in less than two weeks!

Nov 17, 2009

The King of Kong

Our next meeting is this Thursday!
We're watching The King of Kong just for fun.

Thursday, November 19, 2009
7:00pm – 9:00pm
SJSU Student Union, Almaden room

Facebook event details

Nov 9, 2009

Zynga and Free Pizza! (Summary)

We had a great turnout at our last meeting, and some great pizza! Thanks to Zynga for coming!
The Facebook Game Development Challenge is in progress, and we currently have three teams formed. We know it's hard to get started on a new platform, so don't worry about the deadlines or competition. :)

Nov 2, 2009

Zynga and Free Pizza!

Zynga is presenting at our next meeting, this Thursday! There will be free pizza.

Thursday, November 5, 2009
7:00pm – 9:00pm
SJSU Student Union, Costanoan room

Facebook event details


Oct 26, 2009

Facebook Game Dev Challenge (Rules)

You have six weeks to make a Facebook game!

Team leaders must use this site (link) to list their teams and track progress. This site will keep you on track and help you collaborate with team members.


  • 1 - 5 people per team; members do not need to be students, but they must attend at least one of our meetings this semester
  • Games must be original
  • Games must use the Facebook platform
  • Art and sound assets must not be copyrighted
  • Teams should meet the schedule below
  • You must allow this site to link to your Facebook game

Important dates:

  • October 22
    • Challenge starts
  • November 5, end of week 2
    • Teams must be finalized
  • November 12, end of week 3
    • General game design must be submitted
  • November 26, end of week 5
    • Games must be playable and public
  • December 3, end of week 6
    • Challenge ends
    • Games are presented

Prizes are tentative / will be announced soon.

See you in the winners' circle! ^_^

Oct 25, 2009

Guest Speaker: HeyZap (Summary)

Many thanks to Jude Gomila of HeyZap for speaking at our last meeting! It was great to learn how social networks can be used to promote games, and hear a success story from a start-up co-founder.

Winners of the Collaborative Game Challenge have been announced! Intergalactic Planetary Super Showdown tied with Nyx for first place, and Cygnus the Cutie was a close runner up.

Our next challenge is the Facebook Game Dev Challenge! The details will be posted in a separate post.

Oct 16, 2009

Guest Speaker: HeyZap

Our next meeting is this Thursday!
We wrap-up one challenge and start on the next, and HeyZap is coming!

Thursday, October 22, 2009
7:00pm – 9:00pm
SJSU Student Union, Almaden room

Facebook event details

Oct 11, 2009

Cygnus the Cutie

Cygnus the Cutie is an entrant in the Collaborative Game Challenge, developed by Team Ragamuffin (Erik Holden: Programming, Jessica Bower: Art, Marek Kapolka: Programming, Miles Phillipe: Sound, Nam Nguyen: Programming).



Cygnus the Cutie is a game in which you eat stars to grow, but try to avoid asteroids because you will become a black hole.
The game is complete and fully playable, and features original graphics and design.

Cygnus the Cutie (instant-play version)
Cygnus the Cutie (with source)

Oct 11, 2009

Intergalactic Planetary Super Showdown

Intergalactic Planetary Super Showdown is an entrant in the Collaborative Game Challenge, developed by The Danger People (Alex Kerr: Programming, Eric Chamberlain: Art, David Do: Art, Blake McChristian: Design, Joe: Programming).



IPSS is a two-player game in which each player tries to destroy the other. The players can jump between planets and move them.
The game is complete and fully playable, and feature original art and design.

Intergalactic Planetary Super Showdown

Oct 11, 2009


Nyx is an entrant in the Collaborative Game Challenge, developed by The Purple Monkey Team (Kelsey Higham: Design, Kristopher Windsor: Programming, Patrick Khachi: Art).



Nyx is a unique game in which you use lightning to zap creeps across the screen, in order to turn the day into night.
The game is complete and fully playable, and features original graphics, sound, and design.

Nyx (instant-play version)
Nyx (with source)
Facebook page (with screenshots)

Oct 11, 2009

Gravity Flyer (1)

Gravity Flyer is an entrant in the Collaborative Game Challenge, developed by The Procrastinators (Cindy: Art/Design, Christopher Nelson: Programming/Design, Kevin Speer: Art, Don Davis: Research/Art, Euclid Sun: Sound/Music).

Gravity Flyer is an interesting game in which you shoot evil geometric shapes with matching color space debris!
The game is complete and fully playable, and features original graphics, sound, and design.

Gravity Flyer (Windows installer)

Oct 10, 2009

The Collaborative Game Challenge (Winners)

Here are the games we made for the Collaborative Challenge!
To play these games, click on "related posts" at the bottom of this post.

Winners, tied for first place, are Intergalactic Planetary Super Showdown And Nyx.
Cygnus the Cutie was a close runner-up.

Gravity Flyer from SJSU Game Dev on Vimeo.

Cygnus the Cutie from SJSU Game Dev on Vimeo.

Intergalactic Planetary Super Showdown from SJSU Game Dev on Vimeo.

NYX from SJSU Game Dev on Vimeo.

Oct 10, 2009

Collaboration Presentations (Summary)

Thanks to everyone who came to our meeting! We had a great turnout and great pizza!

Teams presented their four new games for the Collaborative Challenge (click that link to see the games), and a Microsoft representative explained the Imagine Cup game development competition, which has some serious prizes.

We then had our guest speaker, Action of ChromaCoders, discuss development of Facebook games. Special thanks for coming and sponsoring the event! :)
In particular, Action noted that some of the most popular games were developed by individuals or small teams, not major companies, and that publishing a Facebook game, even when you need to scale to support many users, is very inexpensive. These games can make a lot of money, especially with in-game micro-transactions. Make Facebook games!!
Action is the author of Build Your Own Successful MMORPG in 3 Days, which you can download here:
Book | Book files

Oct 2, 2009

Collaboration Presentations

Our next meeting is next Thursday!
Teams will be presenting their completed games for the Collaborative Challenge, and we will have a guest speaker (see flyer below) and free food!

Thursday, October 8, 2009
7:15pm – 9:15pm
SJSU Student Union, Almaden room

Facebook event details

Sep 24, 2009

"Intermission" Meeting (Summary)

Earlier this evening, our most awesome members met to assess the current state of the collaborative game development challenge, and formulate advanced strategies for winning. Actually, The Danger People presented their entry in a shock-and-awe maneuver to set their team apart as the only one with a working game, and The Purple Monkey Team finally decided which game they are going to make.
In addition to The Danger People's game for the challenge, we also saw presentations from four different people, who are making games not related to the challenge.

For anyone interest, IGDA is hosting a Game Demo Night on September 30 (details here). If you'd like to carpool from SJSU, please post on the forums.

Get ready... the current challenge ends in two weeks! :]

Sep 17, 2009

"Intermission" Meeting

Our next meeting is next Thursday!
Teams will be presenting their progress towards the current Challenge.

Thursday, September 24, 2009
7:00pm – 9:00pm
SJSU Student Union, Almaden room

Facebook event details

Sep 11, 2009

The Collaborative Game Challenge (Rules)

The Collaborative Game Challenge starts now!
Game entries are due on October 7, 2009.

Students from SJSU and Cogswell Polytechnical College are working together to make games. Although some teams have been formed already, you can still use this Google group to find or form a team. Following these instructions, students are posting to list their skills and the types of teams they would like to join. If you haven't posted yet, please do, then either try to start a team or ask others if you can join their team.

Challenge dates:

  • Thursday September 10th: rules are announced and challenge starts
  • Thursday September 24th: (optional) teams may presents previews of their games
  • Wednesday October 7th: game entries are due by email
  • Thursday October 8th: teams will present their games
  • October 15-21: team members vote for the best entries (see website for details)
  • Thursday October 22: winners are announced and prizes are awarded

Main rules:

  • Game entries must match at least one of these tags / themes: 4th wall, building, coloring, and gravity
  • Game must be completable in less than five minutes
  • Teams must have 1 - 5 people, from Cogswell / SJSU
  • Code and artwork must be made by the team members

Complete rules

The challenge starts on Thursday, September 10, 2009
Entries must be received by Thursday, October 8, 2009 at 8AM. (That means, submit on the previous day.)
Games will be presented at the SJSU Game Dev meeting on Thursday, October 8, 2009

Challenge entry rules:

  • The game must be fully completable in less than five minutes
  • The game must match one of these tags: 4th wall, building, coloring, and gravity.

To be eligible for prizes:

  • Teams must announce their team name and members on the Challenge Google Group (one post per team), by Thursday, September 24
  • Teams must have 1 - 5 people, and people cannot be on multiple teams. Team members must be associated with either Cogswell or SJSU
  • The SJSU Game Dev Club must receive permission to post at least one of the following for each entry on the website: executable, source, screenshots, or presentation video
  • The game and its code (excepting code libraries) must be new and made by team members, after the start date of the competition
  • All artwork must be created by members of the team
  • The team must either make included sound and music, or get permission for all sound and music used
  • At least one member of each team must be present at the meeting on Thursday, October 8 to demo their game. (For non-Windows games: bring your own laptop!)


  • Submissions must be received at kristopherwindsor@gmail.com before 8AM, Thursday, October 8, 2009
  • Submissions should include all of the following: game name, source code, Windows executable (not necessary for Linux / Mac - only games) or SWF / link to SWF, two screenshots, list of team members / positions and team name, and what the team will allow on the website (ie do they want the source code posted?)

Judging and prizes:

  • Games will be posted on the SJSU Game Dev website by Thursday, October 15, so everyone can review them
  • Every member of each team that submits a game should review the games after that date, pick two different games to vote for (members cannot vote for their own games), and email their votes to kristopherwindsor@gmail.com by Wednesday, October 21 (voting is optional)
  • The two games with the most votes will win * (in case of tie: prizes will be awarded to 3 teams if there is a 2-way tie for second or 3-way tie for first; other ties will be broken with some form of re-voting)
  • Each member of the winning teams will receive one prize (prizes include XBox 360 games, PC games, and a variety of Microsoft hardware)
  • Prizes will be awarded at the meeting two weeks after the game presentations, on Thursday, October 22 (members do not need to be present to collect prizes)

* At some point before the challenge ends, we may announce that more than two teams will win (don't count on it)

Sep 11, 2009

Fall 2009 Second Meeting (Summary)

Thanks to everyone for coming!

The collaborative game challenge has started! Rules will be posted shortly, in a different post.

Also thanks to Albert Chen for his presentation, "Getting into the Video Game Industry: Episode II - Unemployment Strikes Back." You can view his presentation here.

Before Albert Chen's presentation, we took a few minutes to mention a few development kits that are popular for game development, including Game Maker, which is great for people without programming experience. More info can be found on the presentation slides from this meeting.


Random Games

⚅ GOTW ⚅

This Month's Games