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Melbourne’s Global Game Jam 2012 is set and the tasters’ verdict is in

January 30th, 2012 No comments

Thanks to everyone for an amazing weekend.  Words fail for now, suffice to say I’ve had some great feedback already and am blown away by 28 Games 107 Jammers 2 Days.

Special mentions to the award winning teams:

Tasters’ Taste and Jammers’ Jam de Jam:

Omelette Boris (http://www NULL.kumobius NULL.com/omelette-boris/): Very Bean’s Quest, a fun and engaging 2D platformer where you turn from chicken to egg to chicken. The level of finish and overall polish of both graphics and gameplay on this game amazed the judges. To quote one of them; “ship it”.

Tom Greenaway (programming), James Greenaway (art), Ivan Neeson (programming)

@kumobius

www.kumobius.com (http://www NULL.kumobius NULL.com)

Sean Affleck: (audio)

@clickclique

Matt Scorah: (art)

@scozdawg

The whole team worked on the game design created level designs.

Most Fun:

Streams (http://globalgamejam NULL.org/2012/streams): once it clicks with you, there’s no goingback, it’s like digital skipping

Hu Hu Chen, Edward Whitehead, Leonard Frankel, Andrew Maxwell and two other wonderful people who have used pseduonyms, I’ll update this bit when I have the info.

Most Surprising Spread:

Seasonal Sci-Flies (http://globalgamejam NULL.org/2012/seasonal-sci-flies) by Aaron Cox, Matthew Dodd and Daniel Su

Tarty Art:

Whirlstrom (http://globalgamejam NULL.org/2012/whirlstrom)by Shelley, Bianca Gibson, Alex Fraser and Campbell Barton

Farty Art:

Burn (http://globalgamejam NULL.org/2012/burn)by Jarrod Lowery, Benn Lockyer and Sunny Koda

Smoothest Spread:

We had an amazing group with subgroups, and were tempted to choose the creators of Milk Blister (http://globalgamejam NULL.org/2012/milk-blisters) (my first game credit, so proud!) which included all of us, but instead was awarded to The three-in-0ne team headed up by the design brilliance of Harry Lee.

Thanks to our media friends for visiting and sharing the jam love, it was an amazing weekend without major dramas, which may have disappointed some looking for an angle, but as an event manager is exactly what I look for.

More info and updates with all the games after a bit more sleep has been caught up on.

All the games can be downloaded to play from the GGJ12 website. (http://globalgamejam NULL.org/og/games/16924/list)

Tasters are polishing their spoons: Game Jam starts this Friday!

January 23rd, 2012 No comments

The Global Game Jam is  primarily (http://globalgamejam NULL.org)collaborative, not competitive. The focus of the weekend is for everyone to make great games. However we’re game makers, so we can’t resist the urge to spice things up by making it a bit competitive and so in the interests of fun and of recognising excellence we do award prizes for several categories.

To reflect more accurately the role of the judging panel, we’ll be looking at them as a tasting panel after a long weekend in the game making kitchen.

 

Our “Jam Tasters” are

Simon Joslin, Creative Director at The Voxel Agents (http://thevoxelagents NULL.com), and veteran 48 Hour jammer.

Ben Britten, Technical Director at Tin Man Games (http://tinmangames NULL.com NULL.au) and international man of mystery.

Trent Kusters, ‘Creative Director’ at Divisive Media (http://www NULL.wetroads NULL.com/dm/) and ‘Founder & Director’ at  League of Geeks (http://www NULL.leagueofgeeks NULL.com/) who always smells nice.

Craig Duturbure, Creative Director at Grapple Gun Games (http://www NULL.grapplegungames NULL.com/) and an indie designer who looks for everlasting fun in games (but will settle for a satisfying shotgun effect)

Conor O’Kane, Game Development Lecturer at RMIT and jammer from last year about to release the jammed Last Flight of the Bumblebee (http://globalgamejam NULL.org/2011/last-flight-bumblebee)for iPad on the App Store.

Katie Williams, freelance writer, Kotaku Australia (http://kotaku NULL.com NULL.au), Hyper and PCPP and lover of inflatable strawberries.

Sam Mayo, Community Manager at Firemint (http://firemint NULL.com/) and ace lemon jouster.

Unforunately Mark Serrels can’t stay for the whole jam but will be coming along.  (I couldn’t resist his bio), Editor of Kotaku Australia. He is a multi award-winning journalist and the inventor of the Serrels’ Stare ™ (http://www NULL.kotaku NULL.com NULL.au/2011/05/yet-another-reason-why-kotaku-has-the-best-community-ever/). He has previously edited publications such as The Official Nintendo Magazine, The Official PlayStation Magazine, Australian 360 and PSM3. He once got 191,000 on Doodle Jump and totally has a man crush on Ryan Gosling. And, yes, he is painfully aware that he closely resembles Simon Pegg.

Awards Categories and Prizes

Tasters’ Toast: A $500 JB Voucher courtesy of Immersive Technologies

Jammers’ Jam de Jam: A $100 JB voucher

Tarty Art (best graphics): EA swag

Farty Art (best sound):  the complete Sound Librarian (http://www NULL.stephanschutze NULL.com/)

 

 

 

 

 

 

Appealing Banana Jam-Packed with Fun (most fun): a popcorn machine we’ll be testing over the weekend from Storm FX (http://www NULL.stormfx NULL.com NULL.au/)

 

 

 

 

Smoothest Jam  (best teamwork): More swag from  EA Australia (http://www NULL.ea NULL.com/au)  along with $100 JB Voucher

Most Surprising Spread :

Which game most took the judges by surprise? Which was the most original, most unique and most unexpected? Which combined seemingly incompatible flavours yet came out surprisingly tasty? Which game or team produced the biggest surprise of the jam?
The winners of this category score a half day branding and positioning workshop with the team at Surprise Attack (http://surpriseattack NULL.com NULL.au/) a marketing agency focused on supporting independent developers. The workshop will help to define a unique and compelling brand for your studio or your next game and is worth around $750 (or about 63kg of jam).

We <3 our growing list of sponsors for all the brilliant support and prizes.

Tasters  will reconvene with the jam makers, media and guests, over a bbq and a beer at La Trobe’s Eagle Bar at about 6pm on Sunday 29 January where they will discuss their tasting notes.

Games sector and media are encouraged to email giselle@igdamelbourne.org for an invite to Sunday afternoon display, awards and BBQ.  If you miss out this time there will be information about a game jam expo soon <crosses fingers the plan comes together.>

We’ll try to keep you posted with updates, but if you have any questions, start at the facebook #igdamjam page (https://www NULL.facebook NULL.com/groups/186036814823342/)and take it from there.

Colour coded coders

January 8th, 2012 6 comments

Our first meet up for 2012 is this Tuesday 10 January from 6:30pm  at our old friend 1000 Pound Bend, 361 Little Lonsdale St, Melbourne (round the back)

The discussions for the evening will be about Global Game Jam, 27-29 January, and we welcome jam teams, individuals and all the usual suspects.

To kick off some team creation, and to help you easily know who does what, let’s wear our skills on our sleeve.  If it’s head to toe, or a feature item here’s the plan:

Wear the colours of your skill(s)

Programmer black/dark grey
Artist: green/blue
Designer: orange/yellow
Sound: red
Production: brown
Media: pink/purple

I hope the mixing and matching with your skills works out and look forward to seeing you there (https://www NULL.facebook NULL.com/#!/events/257533087647276/)

Categories: Events, Game Jam Tags:

Happy New Year! January IGDAM plans

January 1st, 2012 No comments

 

Welcome to 2012 – at IGDAM Central we’re starting with a bang and a jam.

Our first meetup for the year will be pre-jam at 1000 Pound Bend and will include info about game jam as well as a chance to catch up, so if you’re not planning to jam you’re still more than welcome.

When: Tuesday 10 January 6:30-10:00 pm

Where: 1000 Pound Bend, 361 Little Lonsdale St, Melbourne

The facebook event (https://www NULL.facebook NULL.com/events/257533087647276/) is already up and running.

And then….we jam.

Thanks to our wonderful sponsors La Trobe University (http://latrobe NULL.edu NULL.au)Microsoft Australia (http://www NULL.imaginecup NULL.com/), AIE (http://www NULL.aie NULL.edu NULL.au), Immersive Technologies (http://www NULL.immersivetechnologies NULL.com/), Tin Man Games (http://tinmangames NULL.com NULL.au/blog/), The Voxel Agents (http://www NULL.thevoxelagents NULL.com/)League of Geeks (http://www NULL.leagueofgeeks NULL.com/), EA Australia (http://www NULL.ea NULL.com/au) and The Sound Library (http://www NULL.stephanschutze NULL.com/) we will be part of the Global Game Jam on 27-29 January.  The first round of invitations to jam have been sent, and depending on responses and places available there will be another round in the coming week.

We’ve had an overwhelming response, with 150 registrations.  Unfortunately we can only accommodate 100 people, so if you are keen be sure to secure your spot as soon as possible.  Queries can be directed to giselle@igdamelbourne.org.

Apologies for the somewhat convoluted registration process, we’ll work on streamlining it and appreciate your patience and ability to fill out forms!

I’m sure there’s more to be said, but it’s New Year’s Day, not a day to tax the grey matter, so let’s say it on January 10th.

Hope to see you soon!

 

Game Jam returns: January 27-19 2012 thanks to…

December 6th, 2011 No comments

It’s been in the works for a while, but thanks to La Trobe University (http://latrobe NULL.edu NULL.au), The Academy of Interactive Entertainment (AIE) (http://aie NULL.edu NULL.au) and Immersive Technologies (http://www NULL.immersivetechnologies NULL.com/), Global Game Jam (http://globalgamejam NULL.org/) returns to Melbourne in 2012.

La Trobe Uni are on board again to be venue sponsors as they host us amongst the moats, ducks and well air conditioned labs.

We are pleased to announce AIE and Immersive Technologies have pledged Gold sponsorship and ensured the #igdamjam’s living to jam another year.

For 48 hours over the weekend of Jan 27-29 a group of around 80 game designers, developers and artists – both amateur and professional – will come together for an intensive Jam Session, forming small creative teams to design and prototype innovative game ideas. We provide the space, the tools you need and even catering. You make the games, and the IP stays with you!

It’s going be a fun weekend, but we also hope it can be something more. We want to stimulate the game development scene in Australia. We have the talent, the creativity and the resources to create a truly Australian games industry, we just need the initiative to give it a go.

After the inaugral Melbourne Jam held at La Trobe in Bundoora, we are looking forward to a slicker, smoother weekend still full of all the crazy creative energy of 2011.

We’re still on the lookout for sponsors – that would ensure less noodles, more nom :) get in touch and spread the word if you can help out.  All sponsorship is used for catering and equipment.

Updates to come, but spots are filling fast so don’t miss out registering your interest.

All media and other enquiries should be directed to info@igdamelbourne.org

We’ll be busy on twitter and we’ve even got a game jam specific facebook group

Global Game Jam 2012 Sponsorship Prospectus now available

November 28th, 2011 No comments

If you or your company are interested in supporting the growth of local game development, game jam is the ideal opportunity for grass roots support.

IGDA Melbourne will be running game jam for the second time in 2012 and whilst we’re very good at working with shoestring budgets, devs need to eat.

Please get in touch with Giselle [giselle at igdamelbourne dot org]  for your copy of the prospectus outlining sponsorship opportunities.

Tell your colleagues, school boss and friends, hell, tell ya mum, she might be keen to help out.

WANTED: Game Jam project manager – apply within

November 26th, 2011 No comments

After a highly successful (despite the over effective air conditioning and alarms!) inaugural Global Game Jam (http://globalgamejam NULL.org/) run by IGDA Melbourne in January this year, we are looking to host it again at La Trobe University (http://www NULL.latrobe NULL.edu NULL.au), 27-29 January 2012…but we need someone to drive this project.

I am finding it difficult to manage my time well enough to fit in a full time job, two kids with impending Christmas and school holidays, and my regular igdam ‘responsibilities’ – let alone project managing this substantial event, and I’m hoping there’s someone who see’s this as a great opportunity to step up for it.

Craig Peebles in particular did an orsum job with this last year, but is busy making games and planes at the moment.  There are helpers ready to assist, but I think we need to designate a driver.

I’m happy to assist, and have last years files and experiences to build on, but can’t drive it this year, so I’m hoping someone would like a little summer project – it’s not hard, it’s just time.

If you’re interested please email me giselle at igdamelbourne dot org

Yeah, no, it’s not a paid gig, unless you mean paid in terms of the satisfaction and fuzzies you get from enabling many games to be made over a crazy, fun filled weekend, thern it’s paying through the roof!

Thanks, and now back to the ninja plans and housework.

GCAP Monday: Networking at Bluestone

November 11th, 2011 1 comment

We’re very excited about GCAP (http://gcap NULL.com NULL.au/)at IGDAM Central, and when the lovely folk from Traction Games (http://tractiongames NULL.com NULL.au/Games NULL.aspx)got in touch wondering where all the drinking networking nights were being held, we were happy to add to the festivities of GCAP by helping them out sorting drinks on Monday.

So….

All GCAP participants are invited to a lovely evening of networking at bevvies

When: 8:00 Monday 14 November

Where: Bluestone Bar (http://www NULL.bluestonebar NULL.com NULL.au/), 349 Flinders Lane, Melbourne

Thanks to GDAA and Traction Games, hope to see you there!

To assist us with estimating expected numbers, it would be appreciated if you could RSVP to the facebook event (https://www NULL.facebook NULL.com/event NULL.php?eid=260218827361881&context=create).

GCAP11 tea and cupcakes: your cordial invitation

November 10th, 2011 No comments

GCAP 2011 Journeys with friends – A cordial invitation: Join us for a chat over tea and cupcakes

Panel / Roundtable
Wednesday 16th November
1.35 pm – 2.35pm
GCAP Room 217 (http://gcap NULL.com NULL.au/wp/?page_id=13/#journeyswithfriends)

Journeys with friends beyond the cube: education and diversity in an evolving creative environment and what the opening of new playable spaces means to both education and industry

Calling those who have an interest in the future of game education and the changing shape of the game sector in Australia: educators, industry employers, indies, curators & interested others are invited to a panel / roundtable session with the ‘aunties’ to discuss and clarify a useful new discourse – language framework for the next phase of the journey. Tea and Cupcakes will be provided.

Visit the GCAP 2011 ‘Journeys with friends’ session description:

http://gcap.com.au/wp/?page_id=13/#journeyswithfriends (http://gcap NULL.com NULL.au/wp/?page_id=13/#journeyswithfriends)

Featuring:  Matt Ditton (Defiant, QCA) Lubi Thomas (QUT CI Precincts, Game On) and truna aka j.turner (IGDA Brisbane, Game On) and yours truly

Cupcakes kindly sponsored by HALFBRICK (http://www NULL.halfbrick NULL.com/)

Exertion games with show and tell…the final details and lineup

November 7th, 2011 No comments

When: Tuesday 8 November from 6:30pm
Where:
Exertion Games Lab, RMIT
Building 9, Level 1 Room 27
Bowen St RMIT
North end of campus

What:

Floyd Mueller will welcome us into his Games Lab and explain exertion games.  We will then be treated to trying some of them out!

Along with the exertion games, the following locally developed games will be on display for you to play and give constructive feedback:

One Must Die

James Rhodes, Joshua Toth, Anthony Studd amnd Chris Forrest

One Must Die is a prototype exploring the element of betrayal in a round-based FPS format.

One Must Die achieves this dynamic with team members fighting their way through a gauntlet and boss, only to be required to vote off one of their own at the end of each round.  The evicted person plays as the boss during the next round of play.

The game is currently in early prototype stages, exhibiting a gameplay focus in it’s current stage.  Much of the art assets are stock UDK as we intend to explore how we can enhance and exploit the trust and betrayal relationships formed between players.

Revenge of Robot Sharks

Luca Pavone and Sherwin Browne

The Sequel to Robot Sharks from Outer Space, with a whole lot of new stuff and twists – This is a two (maybe three) level demo with all of the ships ready for launch!

I am also gathering feedback, so if you could tell me what you thought, what was right and wrong, and give it to me, I’m more than happy to look at it!

Mekabunny

(Jason) Cheung Yi Kai, Trent Fealy, Gan Wei Cheng, Nicholas Lim Chong Hock

Mekabunny is a top-down view single-player PC game hybrid of tower defence and survival shooter gameplay with a steampunk design aesthetic, set in a desolate world.

It is also an RMIT student project.

Giant Robot Destroy Everything

Kyhil Duggan, Michele Ianello, Ned Kirner

Giant Robot Destroy Everything (G.R.D.E) is a mobile game for both iOS and Android where a player must draw shields to defend a robot and reflect enemy attacks back onto enemies. Operative action is drawing a straight line with your finger down the screen.

An out of date PC simulation can be found at www.kyhilduggan.weebly.com/grde.html (http://www NULL.kyhilduggan NULL.weebly NULL.com/grde NULL.html)

Lynch the Grinch

Paul Taylor

The Grinch is placing evil toys in the bedrooms of childrne, you must destroy these toys, protecting the kids, but cannot shoot the children or the good (normal) toys. It alltaks place during a lightning storm, so a concerted effort is required to identify the moving evil toys.

Automation

Andrew Lamb and Caswal Parker

Automation (http://automationgame NULL.com/)is a car company tycoon game in which you design and build cars from scratch.
It is you who designs everything from the very core that is the engine, over the chassis, to the suspension and the car’s looks.
Several games have tried this before… but were able to merely scratch the surface.
Go ahead, build your dream-car company, or simply aim to dominate the world markets with your superior design skills!

Gem Thief

Benjamin Wallis, Simon Burford and Adrian Hansen

Gem Thief is a 2D puzzle game where you play as Quentin, a thieving mining traversing perilous mines to collect as many gems as possible.

The game is a modern take on classic puzzle games like Boulder Dash, and as such Gem Thief is presented in a very simple yet vibrant art style. The gameplay also harks back to old puzzle games, with simple mechanics, pick up and play controls, and challenging puzzles.

Gem Thief has been on the Apple Store for a couple of weeks now, and we are already hard at work for future updates that include new mechanics, game modes and an iPad version.

Pollinator

Tim Randall

It’s a path drawing game for iOS (iPod Touch, iPad and iPhone). It is nearing completion and should be out in November.

Basically you draw paths to direct bees to flowers where they harvest pollen, then back again to the hive. There are also dragonflies who try to eat the bees, but you can squish them with your finger if they get too close.

I’ve demoed the game in various states before at Freeplay and at iFest. You can find out a bit more on my website, http://www.pollinator-game.com (http://www NULL.pollinator-game NULL.com).

Whisperous

Swing Interactive

Whisperous is a 2.5D platformer intended for console gaming systems. Players can interact with their environment, attracting and repelling various objects and particles to transverse, explore and re-energise the environment with light.

http://www.swinginteractive.com/play (http://www NULL.swinginteractive NULL.com/play)

Bikini Beach Volleyball (could be one to keep the gender discussions going strong!)

David Coen

Open Chord Guitar

Alan Chatham

I make real guitars that you can play Guitar Hero et. al. with.  So I could set up my laptop and people can try the guitar while playing Frets on Fire.

Scarab 4052

James Siddel, Jason Louey, Nathan Farrugia and Tracey Lou

Save the galaxy by drilling to the center of imminently exploding planets and cooling the cores.

A Monash Game Studio Project.

Dean Planet

Jack Riddell

Dead Planet is a COD zombies / Worms inspired 2D flash game set in space.
The player is pitted against waves of ever more difficult zombies and must use the gravitational pull of the planets around him to evade the zombies and curve the bullets onto there intended target.
the game features complex physics, dynamic sound, multiple planets, multiple weapons and unique art style.

So that should keep us busy.

Categories: Events Tags: