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From Concept to Game in 48 hours: Global Game Jam 2011

This past weekend I participated in Global Game Jam 2011, an international event in which small groups of game development enthusiasts attempt to build a game in 48 hours. It provides an opportunity for people who love games to share in their passion of making games. This year the event was a huge success, with 6500 participants resulting in over 1500 games. I was part of the game jam at UC Santa Cruz, which included over 50 jammers. While building a game in 48 hours was a highly rewarding experience, it provided several interesting challenges.

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Participate in The Mario Level Generation Competition, Round 2

In August 2010, the first ever Mario level generation competition was held at the Computational Intelligence in Games (CIG) conference. The contest involved generating a personalized level for a particular player, using metrics from a player’s  prior playthrough of a different level. There were three entries from the Expressive Intelligence Studio, including the winner, Ben Weber!

However, this competition had only the CIG audience as participants and judges. Julian Togelius and Noor Shaker at ITU Copenhagen have now opened up the competition for the general public to participate. The goal is to gather more (and more detailed) data on the differences between the generated levels and players’ preferences between them. We invite everyone to participate in these experiments!

After all, how often can you play Mario and advance science all at the same time?

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2011 Workshop on Procedural Content Generation (PCGames)

Building on the great success from last year, we are pleased to announce that there will be a second workshop on Procedural Content Generation in Games, to be held this coming June 28 in Bordeaux, France, co-located with FDG 2011. The workshop focuses on advancing the state of the art in computational techniques for creating content for computer games by bringing together researchers to discuss novel research and important issues in procedural content generation. The deadline for long and short papers is March 11, 2011.

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Global Game Jam at Santa Cruz

It’s the beginning of another year, which means it’s time for another Global Game Jam. Santa Cruz is proud to host a site for the third year in a row, and we continue to grow. In fact, we’re currently tied for the 2nd largest site in the US and the 10th largest site in the world! But even if you’re not ready to dedicate a full 48 hours to the festivities, you should still come check out our keynote speakers this year, who will be talking from 4:30 on Friday, January 28th. We continue our tradition of world class talks to kick off our game jam, and this year we have three veterans of the industry that offer unique and fascinating perspectives on game design.

Brenda Brathwaite

Brenda Brathwaite, a 30 year veteran of the game industry, is currently Creative Director at lolapps. She began her career in 1981 at Sir-Tech Software, Inc., where she was a tester and later a designer on the legendary Wizardry series of role-playing games. She has gone on to work for and consult with some of the top game developers, including Atari, Electronic Arts, and Firaxis. Brenda was formerly the Chair of the Savannah College of Art and Design’s Interactive Design and Game Development program, has written the book Challenges for Game Designers, and served on the board of the International Game Developers Association. In 2008, she began a series of experimental board games titled “The Mechanic is the Message” to experiment with the traditional notions of games.

Graeme Devine

Graeme Devine has been working in game development for more than 30 years. He started making games in 1978 on his TRS-80 before joining Atari at age 16 to port their classic game Pole Position to home computers. He also worked for Lucasfilm’s Games Division, Activision UK, and Virgin Interactive. Graeme helped found Trilobyte in 1990 and  design the game The 7th Guest. He was the lead programmer on the game and on its sequel The 11th Hour, pioneering the data compression techniques that made the CD-ROM game revolution possible. Graeme went on to work for id Software as a designer on Quake III Arena and Quake III Team Arena.  He later worked for Apple before leaving to work on independent games.

Tom Lehmann

Tom Lehmann, designer of the award winning Race for the Galaxy has been a giant in the board and card game industry for 20 years. A lifelong gamer, Tom formed Prism Games in the early 90s to publish his own designs. Early hits include Fast Food Franchise, Time Agent, and 2038. In the 00s, Tom has been a freelance designer working with some of the top international publishers, including Rio Grande Games, Hans im Glück, Amigo Spiele, and JKLM Games.  Some of his biggest hits came during this period, most notably Pizarro & Co., To Court the King, Phoenicia, and Race for the Galaxy.

<a href=”http://bbrathwaite.wordpress.com/”>Brenda Brathwaite</a>, a 30 year veteran

of the game industry, is currently Creative Director at <a

href=”http://www.lolapps.com/”>lolapps</a>. She began her career in 1981 at Sir-Tech

Software, Inc., where she was a tester and later a designer on the legendary Wizardry

series of role-playing games. She has gone on to work for and consult with some of the

top game developers, including Atari, Electronic Arts, and Firaxis. Brenda was

formerly the Chair of the Savannah College of Art and Design’s Interactive Design and

Game Development program, has written the book Challenges for Game Designers, and

served on the board of the International Game Developers Association. In 2008, she

began a series of experimental board games titled “The Mechanic is the Message” to

experiment with the traditional notions of games.

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Nick Montfort visits EIS and UCSC

Nick Montfort will be joining us on January 10th-12th and will be giving two talks and a presentation of his literary work.

Bio:

Nick Montfort writes computational and constrained poetry, develops computer games, and is a critic, theorist, and scholar of computational art and media. He is associate professor of digital media in the Program in Writing and Humanistic Studies at the Massachusetts Institute of Technology, and is now serving as president of the Electronic Literature Organization. He earned a Ph.D. in computer and information science from the University of Pennsylvania.

He collaborated on the blog Grand Text Auto, the sticker novel Implementation, and 2002: A Palindrome Story. He writes poems, text generators, and interactive fiction. Montfort has co-edited The Electronic Literature Collection Volume 1 (ELO, 2006) and The New Media Reader (MIT Press, 2003) and written Twisty Little Passages: An Approach to Interactive Fiction (MIT Press, 2003), Racing the
Beam: The Atari Video Computer System
, (with Ian Bogost, MIT Press, 2009) and Riddle & Bind (Spineless Books, 2010).

Talk 1:

Line of Inquiry: Many Authors Explore Creative Computing Through a Short Program
3pm Monday, January 10th in Room E2-506

The following one-line Commodore 64 BASIC program:

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

continually generates a pleasing random maze pattern. In this talk, I argue that this tiny program can serve as a Rosetta Stone to help us understand the interconnected cultural and technical aspects of creative computing, practices of using the computer expressively and recreationally in innovative ways. These began in the late 1950s and include the making of computer games as well as other types of amusing and aesthetic programs. By analyzing this short program from multiple viewpoints, I, along with a group of authors who are collaborating with me on this project, aim to show that there are several specific methods that are useful in reading code deeply and insightfully. In my talk, I will discuss how different printed variants of this program exist, how it is written in a particular programming language with a history, and how it executes on a particular platform with a history. I will describe how writing ports to other platforms and creating other variants of this program has helped us understand which of its qualities are most significant and why. Finally, I will describe how the program engages randomness, iteration, visualization, and other wider topics, such as our changing perception of mazes, helping us to understand computing as it relates to culture.

Talk 2:

Curveship: Interactive Narrating for Interactive Fiction
4pm Tuesday, January 11th
Social Sciences 2 Room 075

Curveship is an interactive fiction (IF) development system that adds support for interactive narrating — automatic narrative variation that is accomplished through text generation. For 30 years, IF development systems have done very well at allowing us to build and manipulate world models, which are then encountered by players using text-based interfaces. Curveship aims to do for the *narrative discourse* what IF has already done for the underlying story world, to allow us to change important things about the narrating as easily as we can move a simulated object from one room to another. The system aims to facilitate research and teaching in AI (and expressive AI particularly), computational creativity, creative NLP, and narrative theory, while also allowing allow author/programmers to create new sorts of games with new literary aspects. In my talk, I will demo the system and, in theoretical and practical terms, discuss:

  • Curveship’s representation of actions.
  • Writing string-with-slots templates for description and representation.
  • Generating text using only high-level narrative parameters.
  • Developing different types of “spin” — specifications for narrating.

Curveship has been tested and used in research by a small group; it is
being prepared for a public release early in 2011.

Literary Presentation:
Riddle & Bind & Generators
5pm Wednesday, January 12th
Room 139 Digital Arts Research Center

I’ll read from my recent book, Riddle & Bind (Spineless Books, 2010), which contains poems that relate to my work in digital media. These include riddles (figuratively describing something that is left for the reader to guess) as well as constrained writing à la Oulipo. Then, I’ll read some of the output of a few of my concise, free text generators, including my just-published collaboration with Stephanie Strickland, Sea and Spar Between. The words in Sea and Spar Between come from Emily Dickinson’s poems and Herman Melville’s Moby Dick. I’ll conclude by taking questions and discussing the poems and systems that I presented.

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As I Lay Dying!


I’m pleased to announce the release of my latest game, As I Lay Dying! or, Teale’s Big Hike! It is a challenging puzzle platformer I began writing in the spring of 2010 for Noah Wardrip-Fruin‘s Playable Media course. You can play it free online here. I would love to hear what you think of it!

Before you continue reading some of my thoughts about the game, I encourage you to play it for a few minutes to get a feel for what the game is all about. If you can get past one or two levels, you should be in good shape.
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