Students Compete at Video Game Creation 147
zalas writes "Stanford's computer graphics class holds a video game writing competition each year at the end of the term, and this year's results are finally online. You can download all the finalist entries from the website. The winning entries featured very original game concepts, such as sending a spiked soccer ball through wormhole planets or infesting a growing maze of cheese with mold. Judges at the competition included representatives from Electronic Arts, Microsoft and the creator of Pong, Allan Alcorn. Ironically enough, the winners of the wacky category who received a voucher for an XBOX360 wrote a game that only worked on OSX laptops with the drop-protection motion sensors."
Ironically? (Score:4, Funny)
irony? (Score:2, Insightful)
i use only OSX, and the Xbox360 is at the top of my wish list.
Re:irony? (Score:3, Insightful)
Re:irony? (Score:2)
Re:irony? (Score:2)
I remember a bunch of stupid commercials with the guys at a lunch counter and the one dude drops the laptop that turns out not to be the one with the motion sensor in it.
-stefan
Re:irony? (Score:2)
I wonder if the contest rules prohibited copying existing games.
Experimental Gameplay Project (Score:5, Informative)
The Experimental Gameplay Project began as a student pitched project at the Entertainment Technology Center at Carnegie Mellon University. The project started in Spring 2005 with the goal of discovering and rapidly prototyping as many new forms of gameplay as possible. A team of four grad students, we locked ourselves in a room for a semester with three rules:
1. Each game must be made in less than seven days,
2. Each game must be made by exactly one person,
3. Each game must be based around a common theme i.e. "gravity", "vegetation", "swarms", etc.
As the project progressed, we were amazed and thrilled with the onslaught of web traffic, with the attention from gaming magazines, and with industry professionals and academics all asking the same questions, "How are you making these games so quickly?" and "How can we do it too?" Though we successfully met our goal of making over 50 games, we realized that this project had become much less about the games, and much more about the crazy development process - and how we could help others do the same thing. We wrote about this process in our whitepaper How to Prototype a Game in Under 7 Days.
How to Prototype a Game in Under 7 Days: http://www.gamasutra.com/features/20051026/gabler
Re:Experimental Gameplay Project (Score:2)
It comes down to "Write trivial, borderline-unplayable games that hold your interest for a minute or so," then write many versions of each game. There are a few gems, but on the whole the results were disappointing.
Re:Experimental Gameplay Project (Score:3, Interesting)
Oh, the shotgun approach to game design! (Score:3, Insightful)
Make 1 game and maybe it's a hit. Make 50 games, there's bound to be a hit.
Re:Oh, the shotgun approach to game design! (Score:2)
Make 1 game and maybe it's a hit. Make 50 games, there's bound to be a hit.
It's a classic disruptive technology approach. In business terms, fund 10 skunkworks blue-sky projects on the assumption that 9 go nowhere and the tenth will be successful enough to justify the investment in all ten.
Re:Oh, the shotgun approach to game design! (Score:2)
Re:Experimental Gameplay Project (Score:2)
Yea but for a CS246 (2nd year comp sci students) this is good...you are comparing 4 grad students to 2nd year under grads?
Re:Experimental Gameplay Project (Score:1)
Re:Experimental Gameplay Project (Score:1)
s/\[\/quote\]/<\/blockquote>/
Been spending too much time on phpBB forums. I should have previewed it =/
Re:Experimental Gameplay Project (Score:3, Insightful)
Without trying to be offensive, that is a completely obtuse statement. To expect someone who enjoys something to know about it, and to know most of it, before enrolling? Then really there is no point to school if you are going in knowing all of the information. Y
Re:Experimental Gameplay Project (Score:1)
Re:Experimental Gameplay Project (Score:2)
Just because you didn't find any value in school (which I'm "reading" from your post) doesn't mean that you're the norm.
Re:Experimental Gameplay Project (Score:1)
The last thing the world needs are more lackluster programmers who simply do not care about programming as anything more than a means to an end (namely a paycheque).
Re:Experimental Gameplay Project (Score:2)
Re:Experimental Gameplay Project (Score:1)
School is a tool, nothing more. Students do not harm society by not caring about it, nor do they benefit society by caring about it. This is not the case for software development.
Try getting a decent CS job without a degree. Unless you have somebody on the inside in a company you would like to work for who can put in a good word for you, you are out of luck.
If you do have somebody on the inside
Re:Experimental Gameplay Project (Score:2)
I have a degree and can't get a job for the life of me because of the experience requirements for "entry-level" jobs.
Re:Experimental Gameplay Project (Score:1)
Best thing to do is pick up something other than pure CS but where your CS knowledge can be applied.
Wasted my time? (Score:2)
Living failure? Bah.
Re:Experimental Gameplay Project (Score:2)
If they don't enjoy programming enough to go out and get that information, then they have no place in a CS course.
You have no basis for this statement. You have no idea of how much or how little they enjoy programming. You have no idea what extra-curricular activities they have performed. You have no idea what resources are and are not available to them. A
Re:Experimental Gameplay Project (Score:1)
If they don't care about it, then they shouldn't be taking programming.
The person I was replying to stated that it was decent work for second year students.
If they really care about CS, then the fact that they are second year students should be meaningless as far as knowledge goes. The only limiting factor should be their lack of workplace experience.
Re:Experimental Gameplay Project (Score:2)
That is your opinion, which you are entitled to, but it does not make it correct. A person is entitled to not care about something and still learn it.
The person I was replying to stated that it was decent work for second year students.
yea that was me. We have been replying to each other. What's your point?
If they really care about CS, then the fact that they are second year students should be meaningless as far as knowled
Re:Experimental Gameplay Project (Score:1)
Thus the statement 'he only limiting factor should be their lack of workplace experience'.
Re:Experimental Gameplay Project (Score:2)
Thanks for your 1 in 100 conclusion...and you got these numbers where?
Then you don't care about it. You may enjoy it, but you don't really care about it. If you cared about it you would spend hours every day pouring over every bit of knowledge you could get your hands on. Mech
Re:Experimental Gameplay Project (Score:2)
Re:Experimental Gameplay Project (Score:1)
If they care about programming, then by the time they are near the end of their highschool career they should have already spent three to five year
Re:Experimental Gameplay Project (Score:2)
You don't need to go to Stanford (Score:2)
You really don't need to go to some high-ranked CS university to do cool projects. I hear a lot of people on Slashdot griping about how they couldn't go to MIT/CMU/Stanford/CalTech/whatever. Okay, maybe you get some good lectures and have some bright people handy to work with, but that's really a drop in the bucket compared to what you choose to do yourself. If you read about the things you're interested in, wor
Re:Experimental Gameplay Project (Score:2)
Computer Science is not programming. CS courses do not teach you programming (except prehaps in a minor, remedial way).
CS/SE people consider programming to be so trivially easy that any good grad can learn another language in an intense weekend. When a prof says "Assignments for this course will be submitted in Haskell", you don't get to ask him to teach Haskell, or even what it is... you'd better be able to
Re:Experimental Gameplay Project (Score:1)
2. Each game must be made by exactly one person,
3. Each game must be based around a common theme i.e. "gravity", "vegetation", "swarms", etc.
That sounded cool until I saw the 2nd game listed... It uses ripped sprites.
And most of the game on that site do no look like they were made by 1 person only... I've seen programmer's art. its not pretty
Re:Experimental Gameplay Project (Score:2)
It is commonplace for game designers and programmers to rip art from older projects (their own, or commercially produced) while they are experimenting with gameplay and programming concepts. These people don't want to become artists, and the experiment is not about finding faster ways to draw cool pictures.
Ripping sprites is nothing to be ashamed of in this context.
Not Too Impressed... (Score:1)
<bitter>It doesn't say what year these students were, but here [thewavelength.net] is a game I worked on second year at BCIT [www.bcit.ca] (a CS course obviously). It was networked with nice graphics, sound, physics, a nice level designer and even pretty fun to play. All I got for it was a good grade.</bitter>
Re:Experimental Gameplay Project (Score:2)
Hovercrafts? Check. Forcefield? Check. Gravity faces track? Check. Tracks twist and turn all around? Check.
But other than that, they were all good.
Stupid Coral cache submission. (Score:5, Informative)
a) not everyone can access port 8090 from behind a firewall.
b) It's Stanford. Do you really think they're lacking for bandwidth?
non-Coral link here [stanford.edu]
MOD UP (Score:1)
Re:Stupid Coral cache submission. (Score:2)
Re:Stupid Coral cache submission. (Score:2)
Why can't people install this [userscripts.org] GreaseMonkey script and stop worrying about whether or not someone posted a Coral Cache link?
Baron Von was robbed... (Score:2)
Re:Baron Von was robbed... (Score:1)
Not only do they not give this presumed geek a 360, they also shame him by forcing him to ask another to go with him on this dinner date. Let's just hope the poor guys mom says yes!
Mac downloads? (Score:1)
Re:Mac downloads? (Score:2)
And more than that...why not make it work with my IBM Thinkpad as well! The Thinkpad has a very similar (if not the same) sensor built in as well. Booo!
Re:Mac downloads? (Score:2)
Once it gets hacked, trust me, there'll be ports.
Unfortunately, the laptop I'm getting won't have APS...
Re:Mac downloads? (Score:1)
Re:Mac downloads? (Score:1)
Re:Mac downloads? (Score:1)
The answer might be that the game requires an OS hack to tap into the PowerBook motion sensor.
Re:Mac downloads? (Score:4, Funny)
Re:Mac downloads? (Score:2)
Impressive realism. (Score:5, Funny)
For added realism, comes with the genuine HeartAttack Inducer (TM) guaranteed to trigger an actual heart attack during gameplay. Our patent pending CattleProd(TM) technology shocks the player into one or more heart attacks (configurable) through repeated, powerful jolts of raw electric power synchronized with in-game events.
An optional multiplayer add-on pack offers even more realism by automatically dialling 911 so Emergency services, paramedics and the ER crew can join in for some fast-paced, dynamic action.
Beta testers wanted.
Re:Impressive realism. (Score:5, Funny)
OSX laptops? ehhhhhh (Score:3, Funny)
physically throwing the laptop up and down to score points ?
RTFA! (Score:1)
Re:OSX laptops? ehhhhhh (Score:1)
Freud on video games (Score:5, Interesting)
But these kids are getting cute and innovative. My question is, can they make a brilliant enough game that is PG that would sell more than GTA? Is that even theoretically possible, in light of Freudian theory? The only innovation I can think of to top GTA is things involving mothers but as I noted before that would so cross the line, so that gets ruled out.
Re:Freud on video games (Score:1)
Yup. Tetris
Re:Freud on video games (Score:2)
Re:Freud on video games (Score:2)
Not that ironic (Score:2)
If you think about it...these kids attended the same school, and got the same education. If Stanford concentrates on OSx and Linux, well yea their programs are going to run on similar platforms...they are classmates, studying in the same classes. Now if you said out of 10 different schools, with different teaching methodologie
Re:Not that ironic (Score:2)
Irony: Incongruity between what might be expected and what actually occurs
The irony is that a judge from Microsoft awarded the top prize, a Microsoft product, for a game that would not work on any of their platforms.
Re:Not that ironic (Score:2)
Top prize was not an X-Box, top prize was a trip. The "Wackiest" program, which shows under the 2nd place prize, and could be considered 3rd place got the X-box. It makes sense an MS employee would give the prize since they donated the gift and attended the event.
And well, I don't kn
Re:Not that ironic (Score:1)
Not "gasp! look! it's a bird! it's a plane! it's OSX software by an academic institution!"
Re:Not that ironic (Score:2)
Neither does PS2/3, neither does Nintendo Gamecube, neither does any game system natively run on OSx, linux or windows. I might understand your argument if they gave the kids a windows computer - but no, they gave them an gaming conso
Re:Not that ironic (Score:2)
Cheese Baron (Score:2)
P is for Pause
R is for Reset
H will turn off the display
L will skip to the next level
Ctrl brings up a 3D 'map'. By rotating this, you change the gravity vector. (you might have to use the mouse scroll wheel)
The numbers 1-9 turn on/off various shading for the cheeseball
The controls are a bit dodgy, but it's fun for a while.
Labyrin3D (Score:3, Informative)
The cool factor comes from the fact that it utilizes the gyros (drop sensors) in the Apple laptop so that you play by tilting the laptop back and forth.
Cool!
Drop sensor: another idea (Score:1)
Re:Drop sensor: another idea (Score:2)
Just remove the sensors and let the hardware do the rest
Re:Labyrin3D (Score:2)
Re:Labyrin3D (Score:2)
The cool factor comes from the fact that it utilizes the gyros (drop sensors) in the Apple laptop so that you play by tilting the laptop back and forth.
Cool!
Not a unique idea. Kirby's Tilt and Tumble and Yoshi Topsy Turvy for Game Boy also do that, and I'm sure there's more.
Download for Labyrin3D? (Score:2)
Similar to the video game course offered at UCSD (Score:4, Interesting)
Re:Similar to the video game course offered at UCS (Score:1, Interesting)
More games here:
http://se.inf.ethz.ch/download/games/04/ [inf.ethz.ch]
http://se.inf.ethz.ch/download/games/05/ [inf.ethz.ch]
Soccer is intresting (Score:3, Informative)
Some intresting features in the engine. The "portal" system is totally seamless and you jump from one planet to the next. Even the snakes, which crawl very smoothly and rather realistically, go from one planet to the next. If you take a look around, you can clearly see the snakes crawling along the other planets.
Better yet, I only got one crash from it! :-) (Smashing too many buttons at once, methinks, but not sure.)
Don't install network aware games... (Score:5, Interesting)
This is on slashdot!!?? (Score:5, Funny)
Re:This is on slashdot!!?? (Score:2)
In any case, what was your game? Do you have a link to it? The 248 games get mentioned on
Re:This is on slashdot!!?? (Score:2)
No improvement (Score:2, Interesting)
http://graphics.stanford.edu.nyud.net:8090/courses
I'd say i'm fairly unimpressed by the lack of improvement of the games over the years. 2002 was a leap in the quality of games over previous years and the subsequent years have just been disappointing. The winner of 02, The Return of Oscuro, pushed cel-shading, polygon-level collision detection, full real-time shadowing, and a host of other techniques that few commercial games h
Re:No improvement (Score:2)
Re:No improvement (Score:2)
The reason *commercial* games have developed more sophisticated graphics engines isn't, I'd say, necessarily because of more powerful hardware or even new techniques being developed. Some of it is that budgets are larger. More budget == more man-hours to add features and effects.
I suspect that the largest fa
The Xbox 360 is a great prize (Score:3, Funny)
Game Programming courses (Score:4, Interesting)
[cmu.edu]http://gamedev.cs.cmu.edu/spring2004/ [cmu.edu]
It is initially tough to convice some of the older, conservative faculty that learning how to write games is something that CMU should be teaching its students. But on second-look, one realizes that what students really learn is fundamental to all of computer science: efficient data structures, effective resource management and memory usage, good user interfaces, handling images and multimedia content, process threading and multi-user networking, etc. However, with a game programming class, you get to teach all of this stuff in a fun way, where students are extremely self-motivated to learn it all.
The class has been quite popular, and many of my students have gone off to work in the game development industry. The best feedback I have received has been from students who enjoyed the fact that their final game projects have been the the only pieces of software they have written during their university days that had a lifetime beyond the course itself. I think game programming is an excellent way to teach coding skills and working as part of a development team, which is a very practical part of any CS curriculum.
There are downloadable movies of some of the recent lab projects here (all written in portable OpenGL code:
http://gamedev.cs.cmu.edu/spring2004/labs/lab1/ [cmu.edu]
http://gamedev.cs.cmu.edu/spring2004/labs/lab2/ [cmu.edu]
Re:Game Programming courses (Score:2)
Incidently, the wrapup for that class the year I took it was a blast. Basically, one demoed one's project in front of the class at the end. I still remember that one particularly presentation-savvy group, after demoing their game themselves, asked everyone in the room (which was a computer lab) to start up a binary that they'd precompiled and put on AFS in a public directory and started a deathmatch with all the audience at once. Very nifty.
Also, in the
New idea for a video game... (Score:2)
Neverball (Score:3, Informative)
Very cool (Score:2)
Dismount (Score:1)
Want to work 80 hours a week for an apartment? (Score:4, Funny)
Performance? (Score:1)
I wonder if they did all the 3d-graphics work? (Score:2)
So then I simplified it down to integer stuff, and got to 1 frame every 2 seconds.
That wasn't good enough, so I rewrote the darn thing in assembler/machine code, and got it down to about 5 frames a second.
Now, a standa
Re:I wonder if they did all the 3d-graphics work? (Score:2)
Absolutely not. Those games use OpenGL (or maybe sometimes directx). Even in 98, it was common for graphics-oriented courses to use OpenGL (often on real SGI hardware, though). Today, drawing 3d pixels in your own code isn't only excessively difficult, but can't possibly give as impressive a result as a cheap $29 3d accelerator card.
What's ironic in this story is: (Score:2)
Now I'm not normally a Linux nerd but that don't seem quite right.
Re:Waste of time (Score:3, Interesting)
Yeah, because the video game and movie industries aren't that profitable. They only generate what? $5 billion or something like that every year in revenues? Programmers that work in that industry make what? $60,000/year salary on average?
There are plenty of decent subjects which you can actually achieve and produce valuable cod
liberal arts in games/animation too (Score:2)
There's hundreds of years of
Re:Waste of time (Score:5, Insightful)
I could never motivate myself to make a product which wastes time for everyone.
You begin by speaking for yourself. Why didn't you stay on this track?
Real innovation comes from making productive programs which not only save time, but make money.
Real innovation can come from all manner of sources, however unlikely your prejudices make them seem. This sounds like a fuddy-duddy "rap isn't real music" argument.
I hope these kids [...] I recommend these kids [...] I don't really understand kids [...] I know most of the kids [...] KIDS!
I would have gotten away with it, if it weren't for those meddling kids!
You are not as smart as the Quake engine author, you can't do it by yourself. Quit the overzealous cocky attitude!
Now why would you say something like that? Any one of these "kids" could very well be as smart as the Quake engine author [wikipedia.org]. Don't go around pushing your can't-do attitude on potentially bright young programmers. Would you say the same thing if they had an ambitious plan to make, say, a really good electronics simulator?
Games are just throw away work afterall.
Despite all your whining, the video game industry is a $11 billion industry in the United States alone, and keep in mind that video games are similarly huge in Japan, Canada and the UK. And the aforementioned Quake engine author appeared number 10 in TIME's 50 most influential people in technology. Not bad for throw away work.
Re:Waste of time (Score:1)