Getting a job and the the impotence of attenuation to detail.
I recently gave a talk to an awesome group of students at SNHU about getting a job in the industry.
I recently gave a talk to an awesome group of students at SNHU about getting a job in the industry.
For the past few years, the IGC has participated in the MassDIGI Summer Internship Program by supporting the student teams in various ways as they move through a rigorous program to design and develop a game over the course of 10 weeks. We have given talks and provided feedback at the students jumped into game development head first.
http://www.massdigi.org/programs-services/summer-innovation-program/
We spent some time around PAX to make a short video with Alienware, and a bunch of other indies. Check it out!
A bunch of us kept super busy at this years Unite 2013 event. Check out the talks given by Popcannibal, Disco Pixel, Owlchemy Labs and Vermont Digital Arts!
Postmortem: Girls Like Robots. Or: How I Accidentally an Adult Swim Game.
Ziba Scott, Luigi Guatieri – Popcannibal
Runtime Remix: Dynamic Audio in Real Time
Trevor Stricker – Disco Pixel
Console to Mobile: Bringing an AAA Console Title to Mobile with Almost Zero Asset Modification
Alex Schwartz, Devin Reimer – Owlchemy Labs
Successfully Avoiding Common Pathways to Heartbreak and Disasters in Your Art Pipeline
Elliott Mitchell – Vermont Digital Arts
IGC is no stranger to BigSushi — John Lindvay and crew have been putting an absolutely fantastic set of content online since their inception. We hope that these episodes continue to add to that!
A bunch of us participated in Extra Life, an annual charity event to raise money for local children’s hospitals. The event was organized by a collaboration between Boston Indies and the Tap Lab, and was hosted at Intrepid Labs in Cambridge!
The community came together to raise $2,087! It was an awesome day of gaming, both digital and tabletop. Thanks to everyone who attended!
For more information, view the Boston Indies Extra Life team page.
jamBOX is a recurring week-long game jam that aims to get developers to take a short break from their current work and provide some open source assets and projects to support the greater gamedev community.
Key Music: Musicians have created multiple packs of both music and effects to use in a game, you must use at least one pack when creating your game. Try to create the strongest connection between gameplay and your audio selections!
All the details for the event will be placed in this Google Doc as they become available.
jamBOX is a recurring week-long game jam that aims to get developers to take a short break from their current work and provide some open source assets and projects to support the greater gamedev community.
Multiplayer: Simply put, make a multiplayer game. Choose one or more of the additional sub-constraints if you want to give yourself a bit more challenge.
1P2P: One pad, two players. Create a two player game that only uses one game controller — preferably a game pad. 2P4P works, too.
MMLo: Massive Multiplayer Local. Your game supports at least 8 players.
All the details for the event will be placed in this Google Doc as they become available.
Elicia Basoli took some time to sit down with me and talk about the Indie Game Collective. Read the full article on VentureFizz.
jamBOX is a recurring week-long game jam that aims to get developers to take a short break from their current work and provide some open source assets and projects to support the greater gamedev community.
96px: You must create a game where one dimension of the game resolution of the game is no wider than 96px. If you choose to or are required to create an overall resolution that is larger than 96px in one dimension for your build, you may only place non-interactive text outside the game resolution.
All the details for the event will be placed in this Google Doc as they become available.