If the second years seemed a bit stressed of late, this is why. Their first characters ever – pretty awesome way to end their first 3D course. Well done, folks!!
As is our custom we sent a dozen of our students and their games to Gamex / ComicCon this year too. This year we showed off primarily 1st and 2nd year games and drew decent crowds with multiplayer games like Frog Climbers, the only true zombie-survival game Zombie Crawler, the relaxation and sleep helper Slumber and the unlikely party game Cryptogram; an escape the room horror game controlled entirely by a book shelf. 🙂
Gamex has changed a lot in the transition to ComicCon though. They still call it a show floor, but the only thing on show is merchandise. There are almost no game developers or publishers here anymore, so visitors pay good money for tickets only to get into a glorified market with hawkers pushing landfill-destined “collectible” plastics, plush toys, “loot crates” and other “nerd culture” ephemera. I’m not against commerce and people buying shit, but I am against charging people for the privilege. With the show floor at its current state, an entrance fee seems shameful.
What saved the weekend, I think, were the many ambitious cosplayers, the 2-3 companies that brought room-scale VR for people to try, our booth neighbors Little Nightmares and the many educations who, like us, were showing off experimental and exciting playable stuff.
A substantial part of the visitors seemed to be from small-child families, so the average age in these pictures trend towards the lower end. But it’s kind of cool to see how well received the games are by nearly anyone who tries them. To the extent that they often come back later with family or friends to show them the game too.
Our students did a great job, as always. They work their butts off during exhibitions like this. Long hours, lots of interactions, all while maintaining their constructions and keeping the games running under what can only be described as a three-day non-stop stress test. They worked hard, and they earned some very good publicity for their efforts! Listen to these interviews:
Susanne Möller, P3 Spel, played Zombie Crawler and Cryptogram at 1:32:45.
The Nördigt podcast talked Zombie Crawler (and Ballistic Balloon Battle) at 16:45
The semester (with all new pimple-face youths) just started, so it’s time for another edition of My First Jam! 8 hours from start to finish, in a game development race towards the coveted awards; Best Interpretation, Best Execution och Most Fun.
To welcome the new students we awards bonus points to teams with mixed student cohorts (1st, 2nd and 3rd year students) and everyone must work with the same tech – this year we went with Game Maker – which is incredibly noob-friendly, just like us. 🙂
Sam and Nicole was awarded Best Diversity Effort and given a cash prize of 7 000 SEK as well as two conference passes to Game Developers Conference in San Francisco. Cryptogram was awarded Best Execution in Design, Best Technical Execution and Best Execution in Narrative and given a total cash prize of 21 000 SEK as well as a visit to Might and Delight.
Check the official SGA website for the rest of the winners!
Here are some photos from awards, courtesy of the event photographer Sebastian Bularca.
Another year, another conference. We’re good at this!
Our conference opened with our head of state, Hans Svensson, recognizing our education’s adolescence. He said, with gentle mirth and pain in his heart, the he realized “that every day I have to work with a teenager.” And thus he set proceedings off with a sentiment that holds for our education, our industry and our conference: Without the rebellious teenager, our futures would stagnate.
But, judging by the work of our students, the future is safe. The future is weird.
Every year our first year students make games with innovative input devices – no buttons and keyboards for them. Every year they do us proud, but this year, the games reached new heights – a game where you are a zombie, pulling yourself across the floor to get to your target; a game where the input device was a wooden rocking horse; a game where the primary action is hugging; and one where the entire input method was a room with a bookshelf.
The second years are given the opportunity to make the game of their dreams, and the freedom to break boundaries. And did they deliver! A game to help insomnia sufferers. A game expressing the experience of a teenage lesbian couple. Charming Platform Puzzle-games with tons of character and a plethora of interesting mechanics. A real time puzzle game where the player is a rogue AI. Even the third years, who are weighed down with the academic weight of a thesis, managed to put games into the show – Naar and Tamarrion returned, looking, and playing, better than their first outing last year. And Omni, a strategic real time board game, took to the floor, in time for the start of its Kickstarter campaign.
All these games were played, and considered, by our amazing speakers: Jerry Bellich, Richard Lemarchand, Patrik Hanson and David Wolinsky. These fine figures gave 5 amazing presentations ranging from circuses, input devices, employment, understanding the personal reasons we make games, and the subject of sex, sexuality and intimacy.
As always, these phenomenal presentations will be released to our YouTube channel so, even if you weren’t there you can enjoy them too. The Speakers were joined by an equally competent jury, some even made it to the stage for a panel discussion lead by the Swedish Games Industry’s Per Strömbäck.
We also said hello to our local college Gutegymnasiet. We have been working with them over the past year, sending our Subject Responsible Adam Mayes to teach in their newly created game program. They responded by sending their students, with games, to participate on the show floor! We look forward to having them back at the conference next year, and their students to our programs when they’re ready.
To see all the photos from the event, including the award ceremony and party, please check out the Gotland Game Conference gallery on facebook!
An open-world, roguelike with exploration, crazy weapon upgrades and a whole lot of love.
Baby, I’m Robot! shows the consequences of a robot falling in love with a human. Spoiler: that robot gets banished to an island filled with dangerous, defective robots. That robot then has to fight those scary robots in order to find its way back civilization, to be reunited with its love.
Baby, I’m Robot! Is a pixel art, roguelike action game where you explore procedurally generated islands, upgrade your weapons and (hopefully) defeat a lot of strange robots.
Baby, I’m Robot! Is made for the PC with Unity and Aseprite.
Anders Jonsson – Producer, programmer,
Marwan Al Salman – Programmer,
Marcus Altin Prytz – Artist