In case you weren’t present at our Week 1 meeting, or you need to be reminded about which project is which, here are brief descriptions of each pitched project. Once you’re ready, you can sign up for projects here.
This quarter’s first meeting will be Tuesday (01/05/16) at a new location.
Time: 7 – 8:30 PM
Location: SSL 228
Welcome back, everybody! Hope that you had a great Winter Break!
Jumping right into it, please note that we have a new location for club meetings! Winter quarter meetings will be held in SSL 228. At our first meeting, we’ll go over everything that’s planned for this quarter. Additionally, club members looking to join projects will get their chance, as a few new projects will be pitched to the club!
Speaking of new projects, we still have room for more pitches. If you’re interested, see below.
Winter Game Jam
It’s time for the first game jam of the year! Whoo! VGDC’s Winter Game Jam will commence Friday of Week 2, January 15th, and take place over the weekend. If you’re already familiar with how VGDC’s game jams work, sign up here! Otherwise, read on for the break down.
In VGDC, a game jam is when a team of game developers get together and create a game over the course of one weekend, from start to finish. Teams are semi-randomly created, and not announced until the event starts. I say semi-randomly, because we try to form teams that are balanced with regards to team roles and experience levels. That means, if you’re new, you should have someone on your team who’s more experienced to help you out!
Another big feature of VGDC game jams is the theme. Each game jam has a theme, which isn’t announced until the start of the game jam. Games are designed and developed with this theme in mind. The purpose of having a theme is two-fold: it prevents people from designing too much of a game before the jam begins, and it encourages participants to think in ways they haven’t before. Restrictions breed creativity!
The final thing of note is that each game developed during the game jam will be presented at our Week 3 meeting, and that one game will be chosen as the winner of the game jam, as judged by our officers and VGDC alumni. The winner will be announced at our Week 4 meeting, and awarded their prize there.
If you have any more questions, our Week 2 Meeting will go over game jams, including various tips and tricks, and how to get the most out of them!
DBH 1412 Game Lab Hours
Starting Wednesday January 6th, the DBH 1412 Game Lab will have guaranteed lab hours Mon-Fri from 9 AM – 6 PM. Stop by, hang out, get some work done!
Submit pitches to firstname.lastname@example.org by Monday January 4, 2016 11:59 PM. Your e-mail should include the following:
1. Short, one paragraph summary of your game idea (should include whether the game is 2D or 3D)
2. Mid-quarter and end-quarter goals.
3. Whether your project will be product or learning oriented.
*Pitches for product-oriented projects must include a goal for a release date, and pitchers will be expected to have prior experience.
*Pitches for learning-oriented projects should include your learning goals, and can be pitched regardless of your experience level.
4. Your previous experience.
5. (Optional) Software, toolset, and/or languages you want to use.
There is one workshop this week. The rest will resume Week 2.
Writing Workshop – Re-Introduction to Writing
Friday 4-5 PM | DBH 1412
A re-introduction of the purpose of the workshops for any returning and new faces.
That’s one quarter down! Thank you everyone who attended this quarter’s events or participated on a VGDC project- you guys are what keeps this club great! We’d like to get even better, though, and we need your help to do that! Below is a survey with free-form responses to various questions- if you have an opinion about something, we would love to hear it. The more responses we get, the better the next quarter will be.
Hey, everyone! We hope you had a great spring break! Here’s VGDC’s meetings schedule for spring quarter. As a reminder, meetings this quarter have been moved to Tuesdays at 7:00 PM in DBH 1500. We hope to see you all soon!
Week 1: Welcome Back!
Welcome back from Spring Break! We’ll be announcing information about the upcoming game jam, as well as making some announcements about next year’s officers! Additionally, we will allot time for Spring quarter project pitches.
Week 2: How to Game Jam
The actual game development happens over the weekend, but don’t come unprepared! Learn what to expect, techniques, useful game jam resources, and more!
Week 3: Game Jam Presentations & Awards Ceremony
After a long weekend of work, it’s time to present what you’ve accomplished to the club and to the judges!
Week 4: Joint ACM/WICS Workshop
Information to be announced.
Week 5: Game Night!
Game Night will be on Wednesday, not Tuesday
It’s our mid-quarter game night! Bring your games for an awesome night of fun with the whole club! And don’t worry: tonight, you’re allowed to play games other than the ones you’ve made in the game lab!
Week 6: Projects Check Up & Playtesting
How’s everyone’s projects going? It’s time for a check up! Afterwards, members of the club will have time to playtest each other’s games.
Week 7: Speaker!
Speaker to be announced.
Week 8: HackUCI Workshop
Hosted by HackUCI, learn how to Hackathon!
Week 9: Q & A with Graduating Members
The end of the year is approaching. Time will be put aside to hear the thoughts and advice of our graduating members.
Week 10: Final Project Presentations
The final meeting. Teams will present their final build, and everyone’s accomplishments over the year will be celebrated.
It’s Game Developer’s Week here at VGDC! Game Developers Week is a week long event where we bring the professional developers to you, every single night. Sign up for our mailing list, or follow us on twitter, to get updates on each evening’s speakers. The schedule is also listed below:
7pm- Josiah Kiehl (Testing Automation Engineer at Riot Games)
8:15pm- Brian Kindregan (Lead writer on the Diablo Franchise, previously lead Writer on Starcraft, and senior writer at Bioware)
7pm- No Speaker
8:15pm-Tomas Jech (Senior Animator at Riot Games, done animation for Blizzard, Bungie, and Pixar http://www.tomjech.com/ TED talk is a taste of what is to come at the event)
7pm-Jay Hathaway (Lead 3D Character Animator)
8:15pm- Jeffrey Kaplan (Game Director & Vice President, Overwatch)
7pm- No Speaker
8:15pm- Brianna Wu (co founder of Giant Spacekat)
7pm- Dan Holbert (Lead Designer of Paperbound)
8:15pm- Chris Metzen (Senior Vice President of Creative Development at Blizzard Entertainment)
Location: Physical Sciences Lecture Hall 100
Time: 7:00pm – 8:50pm
Day: Wednesday 10/22/14
What will happen at this meeting?
Project teams will be announced at the end of the meeting!
Special speaker, Justin Britch, from Obsidian Entertainment and previous Video Game Development Club president.
***If you would like to join us at Berkeley Dog in UTC after the meeting that would be awesome***
Weekly Design Workshops: Fridays at 1:00pm “3rd Floor Lab” DBH 3231
Group #1 Thursday 11:00am – 12:00pm
Group #2 Thursday 12:00am – 1:00pm
Group #3 Thursday 6:00pm – 7:00pm
Group #4 Thursday 7:00pm – 8:00pm
Group #5 Thursday 8:00pm – 9:00pm
“3rd Floor Lab” DBH 3231
Art Workshop: Sprite Sheets: Friday at 4:00pm “Game Lab” DBH 1412
Story Development Workshops
Interested in participating in story development workshops? Please fill out the Doodle below!
Engineering, Science and Technology Career Fair 2014
Event Day: October 23, 2014 10:00am – 3:00pm
Meet at “Game Lab” DBH 1412
Mondays at 6:00pm
Sign up for a project right here!
Brenden – bvogt[AT]uci.edu
My project is a text adventure game, but a text adventure thrown into the 21st century. (this project is mainly: logic and conditional statements, sound, story) The name is subject to change but for now I’m labeling it Project Z (z for zork). If you have ever played or heard of zork, it will be very similar to that except with a few cool updates.
Quinn – qaggeler[AT]uci.edu
Play as deities fighting each other in space, moving in all directions around a 2D battlefield where planets/asteroids/stars fly around. Fight by grabbing these celestial objects and throwing them at enemies, defend by either blocking with a held planet, throwing one to intercept, or countering to catch the incoming planet. Colliding objects may create explosions that push away/damage fighters. Fighters/planets reaching the map edge would either bounce off or roll over to the other side.
Eduardo – eduards3[AT]uci.edu
The goal is to make it to the end, every 30 sec the character is given 5 seconds of fighting power to kill enemy wave. after the 5 seconds you lose the power up and have to survive as the room is filled with enemies coming in at a faster rate. There are different power ups at different time intervals.
Khang – khangvt[AT]uci.edu
Project Blood (tentative name) is a 2D top down stealth game with a Gothic, medieval setting where you control a newly converted vampire employed as a royal assassin, inspired by games like Thief, Dishonored, and Mark of the Ninja. Players will navigate through small castles and manors in order to hunt down their targets using various weapons and vampiric powers such as shadowmelding, shapeshifting, and mind control. Like many stealth games, it’s mostly up to the player to decide how much fighting he/she will do, but the game’s design intends to accommodate both stealthy and adventurous playstyles.
Nicholas – nclong[AT]uci.edu
Project Colossus is a 4-player cooperative game with 2D topdown twin-stick/Robotron style controls. Each players is a character that has unique abilities that have to be used with the other three in order to take on a series of bosses. Player classes fall into the “Holy Trinity” design. Variations being that the “tank” character is more focused on being in the right place to use their defensive abilities, more than managing aggro, and the two classes that fall into the “dps” category will have drastically different roles, but both will involve damaging the boss(es).
Daniel – dlcheng[AT]uci.edu
Stellar started 1 month ago as a learning project for 3D modeling and Unity, and aims to be a flight-simulator sandbox with persistent world elements. I hope to provide a good learning project that will give people tangible results and visible progress. A working prototype can be accessed here: danielcheng.me. Spacefighter is modeled, textured, and animated by myself. Thank you for your consideration!
Untitled Side Scroller
Billy – boak[AT]uci.edu
It involves teleporting between platforms and shooting various targets to get to the end. It would be pc based and have 6 buttons for inputs. S, D, and F fire at red, blue, and green targets respectively. J, K, and L teleport to the next white, black, or grey platform respectively. The tentative story is that the multiverse is collapsing due to dark matter becoming sentient and pooling together. its a story that allows for differing enemies and backdrops but keeps simple mechanics that should be able to be implemented rather easily based on timing.
Jonathan – jtmayer[AT]uci.edu
Pixel Lab Simulator is an educational 2D chemistry lab simulation written in Python. The project aims to give freshmen who are taking Python classes experience for future VGDC projects. The game will simulate setting up and performing various lab experiments, each with a unique goal. As a sandbox game, the player will not be forced to follow a set of instructions, however each lab will contain guidelines for completing the lab. At the end of the lab, a letter grade is issued based on how close the player’s results were to the theoretical results.
Untitled Horror Game
Michelle – michellewong.nma[AT]gmail.com
My idea is to create a horror game as an Android app which implements the use of the phone camera to simulate an Augmented Reality environment. This game will also promote exercise as the player would need to walk (and sometimes run around) to escape from the lurking shadows around them. This story-based game will allow the player to use their camera to “see” ghosts which they cannot see with their naked eye. The player will have to walk around and, upon encountering a dark entity, take a picture of them to stun and damage them (much like the game Fatal Frame, but implementing augmented reality).
Timothy – timcharveyjr[AT]hotmail.com
The basic gameplay elements would be akin of a 2D side scroller game. Players will take control of several protagonists and use each character’s unique abilities to explore the map vertically and horizontally very much like titles such as Metroid or Castlevania. As players explore more they unlock new abilities that allow them to access more locations. The setting/story would take place in a modern day college campus in which the hero must fight hordes of college students turned into zombies by sinister professors during finals week. The general twist of the game that would set it apart from it’s inspiration (Castlevania and Metroid) would be incorporation of a brawler fighting style that is based on combos as opposed to gameplay based on projectile attacks (Metroid) or swordplay (castlevania).
2D Death Run
Joshua – jwardlaw[AT]uci.edu
My idea is largely inspired by the Deathrun gamemode found in Source-engine games like CS:S, TF2, and Gmod. If you don’t know what Deathrun is the premise is simple. It is a multi-player game where players attempt to navigate a platforming level riddled with traps. The catch is that one of the players is selected to be in control of the traps, who we will call the “Overseer.” Some traps might include the classic trap-door, a collapsing ceiling, flamethrowers etc.