This last week we had the amazing opportunity to kick off the academic year and showcase projects at Minefaire!
We joined "The Very First Ever Extra Credits Game Jam" this weekend!
Read about our 8 amazing guest speakers!
Hey everyone, Gage & Zac here coming at you live for a Shenanijam review! Before I even begin I’d like to thank everyone who was able to show up and experience the jam. It was an amazing experience and I can’t wait to do more with you. This last weekend the JDE folks participated in … Continue reading Shenanijam 2018
Howdy Folks! Zac again, recently the Indie City Games May Meetup occurred and some spicy things went down. Starting off the event was a presentation from Billy Basso. He gave us the rundown of his experience making game engines in C++ and how it all began with emulating what other editors had provided, but then … Continue reading Indie City May Meeting
We'll be hosting our yearly Public Showcase! Get ready for an awesome time learning more about us! Post info session we'll be having guest speakers from the creators' of OmniBus about rapid prototyping & success. Event Page: https://www.facebook.com/events/217531752168622/
Chicago is an incredible city - but it's so large and so vast and so diverse that all of us are missing out on tons of great people, businesses, organizations, events and more. Voyage Chicago wants to highlight the best of Chicago - from freelance makeup artists that will dazzle you to the best Meetup … Continue reading Chicago’s Most Inspiring Stories
We had a blast showcasing GAZE at TOKEN 5! Surprisingly we had a successful turnout with a full house of people wanting to play our game. The event was hosted in Emporium, an arcade bar, with other striving artists fomr the Chicago land area. The JDE was their first ever video game related showcase which … Continue reading TOKEN 5
Major takeaways from PixelPop Festival: 1.) Game development community in St. Louis is friendly, reliable, huge, and inclusive. 2.) Its rapidly growing with strong independent developers from all over the country. 3.) Its a hidden gem of passionate people with some awesome upcoming games. Overall this weekend was fantastic and it was so fun uncovering what … Continue reading PixelPop 2017
Thanks to Matt Parker (alumni) for our JDE visit! It was amazing being able to visit a Wargaming Studio in Chicago. We got the full studio tour with their lead developers with a cool Q&A portion afterwards. This was super helpful since there were people of all development backgrounds able to accommodate what the JDE … Continue reading Studio Culture & Wargaming
During a class session, we decided to collaborate with each other's teams. Since we both have a general understanding of what we want to create, we decided to add a twist in the design process. The twist was designing each other's games. The two teams that partook in this was Chimera and Phoenix. Since the … Continue reading Designing Eachother
Based off of the faculty and class feedback on our three ideas, we started playing games that similar to a vision we had. This was based on the idea of Ethereal Cruise, where a spirit explores the world and brings the stars back together. This was envisioned to have players learn and take away stories … Continue reading Finding the Tone
Today starts the end of Humani Tsunami and the beginning of Contrail. We as a group started looking at concrete festivals related to the game we were trying to work on. Contrail is a competitive multiplayer game where players fly around a unique space and attempt to cut one another off by creating a collidable … Continue reading More Planes!
The Maker Faire is the Greatest Show and Tell on Earth—a family-friendly showcase of invention, creativity and resourcefulness, and a celebration of the Maker movement. It's a place where people show what they are making, and share what they are learning. During the JDE showcase in the summer, we connected with people affiliated with this … Continue reading Mini Maker Faire
We brainstormed 14 potential ideas for our next game. The majority of the games were focused on creating local based games and we were researching if our brainstormed games have been created in the past. Over the weekend the group was assigned to brainstorm and bring in new ideas for the next week. The methods … Continue reading Back to Square One
The reason why we put HumaniTsunami on hold was because our instructors asked us to find the core of our game and we were unable to discover the core. Within the last week, we looked for 20 other games that are similar to the game, and find what made our game unique. The core makes … Continue reading Putting on Hold and Finding a Core
This week we decided to finalize our level blockout and change how our level looked. Originally, we were planning to have the level be made as a low poly terrain, until we found out that hexagonal terrain stands out and doesn’t blend with our assets. It looked better than how we originally planned and shifted … Continue reading Fluid Development
The designers of the JDE had the opportunity to talk to industry veterans who were also Founders of the former DGE. One of them, Patrick Curry, is a current developer at Unity who gave a lot of insight from his time at DePaul University. Since Patrick has so much experience, Sam, Andy, and Josh spent … Continue reading The ‘Shark Fin’ Theory
After a week of designing the gameplay of Humani Tsunami, we decided to do a Prehistoric Level for our Vertical Slice. We as a team had to decide on how the terrain would work for the player with our game. The original gameplay consisted of geometric box like terrain, but the question was how it … Continue reading Creating ‘The Land Before Time’
Humani Tsunami has gone through a lot of design pitches and phases to flesh the gameplay out. The original concept was just destroying objects in this geometric like world, but it seemed too similar to mobile games and other hoard based mechanics. We decided as a team, that we should try making less about destroying … Continue reading Getting to “Noah’s Ark”