Global Game Jam 2015

GGJ15 generic

The Lincoln Games Research Group, Lincoln School of Computer Science and the University of Lincoln Computing Society are proud to again be hosting an official site of the Global Game Jam.

The Global Game Jam is the largest hackathon in the world, and on the weekend of 23rd to 25th January 2015, thousands of jammers will be working simultaneously in hundreds of locations around the world.

Our official site will be open for the full 48 hours of the jam, in space kindly provided by the School of Computer Science. Attendance is free but you must register a ticket in advance. We are limited by space and tickets will run out! Last year we were pleased to welcome visitors from other universities and game studios from around the region.

For more information on the jam visit the central Global Game Jam website, and see our page on the GGJ directory.
Register for your ticket on our Eventbrite page.

If you have any questions about participation, travel or eligibility please contact the site coordinator, Ben Kirman.

24 Hour Game Jam: 18th & 19th October 2014

We are pleased to announce that Sean Oxspring will be running a 24 hour game jam with ULCS on the 18th and 19th of October, 2014. This will be the first game jam of many scattered throughout the year for our students to enter and enjoy!

The game jam will start at 9:00am on the Saturday and run over 24 hours. Participants should arrive in Lab B at 9:00am, so that the theme can be revealed at precisely 10:00am – the jam will then run over 24 hours until 10:00am on the Sunday. Judging will take place at 12:00 and continue till all the entries are seen and awards given!

If you haven’t participated in a jam before, you will find them useful for several reasons:
• They get you to try out new ideas and development processes.
• They give you excellent portfolio pieces and finished games.
• They get you working in a team under a very tight schedule.
• They’re really quite fun!

You can sign up for the game jam here.
Look forward to seeing you on the 18th!

GameMaker Challenge : One Button Games 2013

“Start creating now and don’t wait for a position with a big publisher”, advises Gabe Newell to upcoming developers who want to break into the game game industry.

Following this advice, 1st year Games Computing students at the Lincoln School of Computer Science are using existing tools to rapidly develop original design ideas into playable games. Their challenge: Make a game based on a given theme, within the available time scale. Volunteering students present and discuss their game in front of a crowd made out of their colleagues and university staff members.

The Challenge: Make a ‘One-Button’ game in GameMaker Studio. Use a single button as your player(s) input. 

We are very pleased to share with you the submissions for the 2013 One Button Game Challenge. Feel free to download and play the games!

voyage

Voyage – Gabrielle Watson

By pressing the space bar repeatedly when close to a planet, players can utilise gravities pull to turn their spaceship and reach the safe zone. Short and sweet, but also incredibly frustrating. See how many times you die before reaching the end.

Download

 Screenshot

City Runner – Paul Clayton

Run and jump across the cityscape, in this single button, sidescrolling survival game.
Leap over obstacles during the day, but at night, the police are on the prowl, so don’t get spotted!

Download

Screenshot

Key to Survival – Kameron Howlett

You must defend the last ‘Human’ stronghold against the ever increasing horde of zombies, even though death in inevitable. Use the space bar to summon allies depending on the quantity of taps or call in air support. As the zombies evolve and get increasingly difficult the odds that you will spawn a super unit increases… you’re our last hope… no pressure.

Download

 Game Screen Shot

Fight for Ctrl – Daniel Draper

Prepare to dodge shots and fight back (and terrible images).

Download

  

Great work guys! 

Call for Papers – Simulating History: The Representation of History through Video Games

In a 2005 article discussing the simulation of history through video games, William Uricchio observes that the opportunities for mediation through play pose new and difficult questions about narrative authority and representation. “What happens”, he asks, “if we push the notion of mediation beyond language, to the domain of game, enactment, or simulation? Does this allow us to slip out of the well-critiqued trap of representation? And if so, where does it land us?” As of 2011, his questions remain unanswered.

Amid a world of SIMs, first-person warfare games, strategy, MMO and MMORPs in which players can influence the outcome of battles, campaigns, and even entire civilisations, such questions about the means by which history is delivered to new generations gain increasing importance. When history can be simulated, recreated, subverted and rewritten on a variety of levels, new questions arise about the relationship between video games and the history they purport to represent, questions which traditional historical approaches cannot properly address.

The proposed edited collection thus seeks to examine representations of history through video and computer games from a multidisciplinary perspective. Our aim is to avoid criticisms of inaccuracy and betrayal or descriptions of games which purportedly ‘get things wrong’, but to look instead at the ways in which contemporary players actually can and do engage with the past, and what effect this has on the period depicted. Suggested topics may include (but are not limited to):

  • The representation of historical battles, wars and campaigns (e.g. Medal of Honor, Call of Duty, Command & Conquer, Battlefield
  • The role of play in the recreation, retelling and representation of key events in history (e.g. Anno 1404, Anno 1701, Sid Meier’s Colonization)
  • The representation of historical personages (Caesar, Napoleon, Victoria, Sun Tzu)
  •  The ways in which non-western histories are depicted (e.g. Seven States, Pharaoh, Age of Empires: Asian Dynasties, East India Company, Total War: Shogun, Assassin’s Creed)
  • The role of the player and designer in subverting the “master narratives of history” (Sim City, Sim Earth, Populous, Age of Empires, Deus Ex)
  • Games which rewrite histories across eras (e.g. Civilization, Empire Earth, Europa Universalis, Pride of Nations )
  • Instances of alternative history or future history (e.g. Alpha Centauri, Masters of Orion, World of Warcraft, Galactic Civilizations, Homeworld)

While we welcome proposals which adopt unusual approaches to representations of the past, we hope to focus on games with a wide fan base in order to appeal to a wide readership of both non-gamer historians and non-historian gamers alike. Likewise, we would encourage essays which address a single topic or theory (such as World War I or the Great Man theory of history) across a number of games. Proposals are sought from both experienced researchers and doctoral students alike, and co-authored submissions which seek to cross traditional disciplinary boundaries are especially welcome.

Abstracts of 300 words, along with a brief CV or publication list, should be sent to the editors at simulatehistory@gmail.com by January 16th 2012. At this stage we are expecting to receive draft essays of 5-6,000 words by late May 2012. For informal enquiries, please contact either Matthew Kapell or Andrew Elliott at simulatehistory@gmail.com.