Cando Game Design

CanDo interactive are running a training course on game design this coming summer. It is part of a range of short courses in different digital media and other activities.

Students will learn the Blender package (www.blender.org) which will be used to create a complex 3D environment, and an interactive game within that environment.

– Basic level design skills
– Level design and factors affecting it (time limits, pickups, obstacles)
– Higher level concepts such as theming and storylines
– How to get into the industry

Students will team up and create a fully working game prototype by the end of the week.

Tickets for the 2008 Urban Arts Academy go on sale at 9am on Mon 18th February.

All courses will take place at the Waterfront Hall in Belfast between the 14th July and 8th August.

The cost of courses will be £50. However there will be a price freeze for early birds. From now until 31st March the cost of all 2008 courses have been held at £40.

For more see http://www.transbelfast.com/

Perry Gets Recognition

Dave Perry, formerly of Shiny Entertainment, will be awarded a DSc, (Eng) for distinction in computer game development and design by Queens University Belfast (QUB) next summer.

David is originally from Belfast, although he resides on the West coast in the US now. He is probably best know for his ‘Earthworm Jim’ and ‘Enter the Matrix’ games. He has been back to Belfast on a number of occasions recently to give talks and workshops on games.

Dave will be in good company at the ceremony with Bertie Ahern and Tony Blair as well as a long list of other people from across various fields receiving a range of honours. See http://www.qub.ac.uk/home/TheUniversity/GeneralServices/News/PressReleases/#d.en.90949

QUB established a course in computer game design and development in 2007. See http://www.gamedevelopers.ie/courses/viewcourse.php?article=28

Steve Collins Speaks About Havok And Tcd Course

Steve Collins was interviewed on the Sunday Business Show last Sunday the 10th of Feb.

To hear the clip see the Today FM site: http://www.radioireland.ie/lastword/business.html

Go to the second link on the page: Business Show Part 2 Sunday: 10/2/2008 and the interview is at about 20 minutes in.

thanks to Paul C for pointing it out.

Bsc/Beng/Meng Computer Games Design And Development, Qub

BSc/BEng/MEng Computer Games Design and Development Degrees

MEng Single Honours
MEng Single Honours (Sandwich)

Overview
Introduced in September 2007, the Computer Games Design and Development BSc/BEng/MEng programme (including an optional placement year) provides students with the necessary programming, content management and architectural design skills in preparation for a development-oriented career within the industry. This is an undergraduate degree with an optional additional year to earn an MEng.

Entrance Requirements
For students from the Republic of Ireland: At least 6 Bs at Higher Level to include either Mathematics or Physics. If Mathematics is not offered at Higher Level then at least grade B must be offered at Ordinary Level.

For students from Northern Ireland: BBB/ABB to include either Mathematics or Physics.

Applications should be made via the Universities and Colleges Admissions Service (i.e. UCAS). See
http://www.qub.ac.uk/directorates/sgc/admissions/

Contact
For any specific queries about the suitability of your qualifications or potential qualifications to apply for this degree please e-mail: admissions@qub.ac.uk (Tel: 028 9097 5081)
For general academic advice please e-mail comp.sci@qub.ac.uk

(Tel: 028 9097 4669 (9am–1pm & 2pm–5pm)
http://www.qub.ac.uk/schools/eeecs/

Course Content
The course is modular, with core modules defined in each year and pathways that allow an increasing degree of specialism as students’ progress from Stage 1 to Stage 4. Modules are combined across the stages to reflect the various themes within the degree.

Stage 1
This Stage is concerned with the development of core programming skills and the exploration of issues surrounding the design and development of computer and video games. A number of fundamental Computer Science topics are also explored.

Modules within this stage will include:
Principles behind game theory and game creation (including team-based game development)
Fundamentals of programming and algorithmic development
Theory and development of multimedia systems
Principles of computer architecture

Stage 2
Within this Stage students refine their core programming competencies through taking a range of modules that explore issues of relevance to game programming and Computer Science. Team-working and professional skills are also developed through team-based game development.

Modules within this stage will explore:
Games programming (using XNA)
Internet and network-based communications
Data structures and algorithm analysis
Sound and signal processing techniques
Principles of software engineering explored through team-based game development
Extended principles behind game theory and game creation
Professional development

Stage 3
This Stage is concerned with building specific games programming skills. Students will be offered a range of modules that cover core areas of games programming, for example, audio programming, AI programming, game engine programming, etc.

Modules within this stage will explore:
3D Game engine design and development
3D Graphics programming
Audio programming
Concurrent (multi-core) programming
Real-time physics programming
Live performance systems and interaction design
Sound recording / engineering
Artificial Intelligence
Agile and Component-based software development

Year of Professional Experience
Between Stage 3 and Stage 4 students undertake an optional full year’s paid industrial placement, the Year of Professional Experience. The placement year is an opportunity both to put into practice the principles learned to date in the course and gain practical experience in games design and development with an appropriate games development studio where possible. Students will receive assistance in obtaining a suitable placement.

Stage 4
In Stage 4 students develop specialism in games programming through the selection of research based modules and the completion of a games development research project. A number of these modules are closely linked to the research and consultancy expertise of staff and evolve and change rapidly to reflect some of the current, emerging, novel and exciting advances in computer and video game development.

Based on current research strengths this would include:
Adaptive and self-learning
Artificial Intelligence
Reasoning under uncertainty
Advanced audio techniques for computer gaming
Sound/music interfaces and interaction
Advanced algorithmic analysis
Embedded software systems
Advanced computer vision techniques
Distributed/parallel programming

Special Features
Major new research centres have been established in Electronics, Telecommunications and Information Technology, eScience and in Sonic Arts. A number of modules on the course are closely linked to the research expertise of these centres and evolve and change rapidly to reflect some of the current, emerging and exciting developments in the field.

Opportunities for Careers and Further Study
On graduating with an MEng degree (and a year’s experience), students will be able to take jobs in the computer games industry or other computer-based creative industries. Graduates may also choose from a range of positions in the computing and IT sector or jobs involving the design and development of computer-based systems. In addition, the course will equip graduates to pursue research/further study in Computer Science and related disciplines.

Games: Edu 08 Events

For those interested in games and education these two events in the UK may be of interest.

This year GAMES:EDU: is running on two days, in two separate locations.

Tuesday 29th April in Manchester alongside GamesGrads and Tuesday 21st July in Brighton preceding the Develop Conference.

The content of the two days will be distinct, and there are discounts to attend both days.

See http://www.gamesedu.co.uk

Serious Games Challenge

The Third I/ITSEC Serious Games Showcase & Challenge

Call for Serious Games Entries

December 1-4, 2008, Orlando, Florida, USA

Serious Game developers are invited to submit their original serious game to the Third Annual I/ITSEC Serious Games Showcase & Challenge. Thegoal of the Serious Games Showcase & Challenge is to identify innovative game-based solutions to training problems that could affect personnel and
systems today and in the future.

Finalists in the Serious Game Showcase & Challenge will be selected by a panel of leaders in the gaming, industry and
academic fields, and will be invited to showcase their serious game at I/ITSEC 2008, where over 16,000 attendees will view and vote on each of the finalists. Awards will be presented to the top finishers.

The Challenge is open to a wide range of contestants, potential categories include student, government, individual / small business, and businesses larger than 500 employees.

Check www.sgschallenge.com for important details and information about last years outstanding contest.

http://www.iitsec.org/; http://www.sgschallenge.com

Cfp – Iadis Gaming Conf 2008

CALL FOR PAPERS – Deadline for submissions: 25 February 2008

IADIS INTERNATIONAL CONFERENCE GAMING 2008: DESIGN FOR ENGAGING EXPERIENCE AND SOCIAL INTERACTION

Amsterdam, The Netherlands, 25 to 27 July 2008
(http://www.gaming-conf.org/) part of the IADIS Multi Conference on Computer Science and Information Systems
(MCCSIS 2008) Amsterdam, The Netherlands, 22 to 27 July 2008 (http://www.mccsis.org)

* Keynote Speaker
Constance Steinkuehler, University of Wisconsin – Madison, USA

* Conference background and goals
As gaming becomes more pervasive we are challenged in our job, learning and personal life by the growing access to virtual spaces and communities that offer opportunities for everyday needs and aesthetic experiences. ‘Creative Industries’ have a need for design measures that reveal new interaction methods, scenario metaphors and in-depth co-creation. This conference bring together research and best practices in creative
media design for this new challenging field.

* Format of the Conference
The conference will comprise of invited talks and oral presentations. The proceedings of the conference will be published in the form of a book and CD-ROM
with ISBN, and will be available also in the IADIS Digital Library (accessible on-line). The best paper authors will be invited to publish extended versions of their papers in the IADIS Journal on Computer Science and Information Systems.

* Types of submissions
Full and Short Papers, Reflection Papers, Posters/Demonstrations, Tutorials, Panels
and Doctoral Consortium. All submissions are subject to a blind refereeing process.

* Topics related to Gaming: Design for Engaging Experience and Social Interaction are of interest. These include, but are not limited to the following areas and topics:

– Creativity and Resonant Interaction
– Multi-modal communication
– Immersiveness
– Experience design
– Perception and performance metaphors
– Alternate and mixed realities
– Creative industries
– Research methodologies in creative practice
– Assessment of exploratory technologies
– (Social and Audiovisual) Usability and playability
– Adaptivity
– Cognition, representation, communication
– User/player centered design
– Game interpretation for design
– Psychological, social, and cultural differences in perception and participation
– Communities, networks, social interaction and social capital
– Cross-cultural and intercultural approaches
– Mechanisms of exclusion
– Game criticism
– Applications in Serious Gaming
– Assessment of exploratory learning approaches
– Emerging practices

* Important Dates:
– Submission Deadline: 25 February 2008
– Notification to Authors: Until 31 March 2008
– Final Camera-Ready Submission and Early Registration: Until 21 April 2008
– Late Registration: After 21 April 2008
– Conference: Amsterdam, The Netherlands, 25 to 27 July 2008

* Conference Location
The conference will be held in Amsterdam, The Netherlands.

* Secretariat
IADIS Secretariat – IADIS INTERNATIONAL CONFERENCE GAMING 2008 : DESIGN FOR ENGAGING EXPERIENCE AND SOCIAL INTERACTION

Rua Sao Sebastiao da Pedreira, 100, 3
1050-209 Lisbon, Portugal

E-mail: secretariat@gaming-conf.org
Web site: http://www.gaming-conf.org/

O’neill Moves To Namco Bandai

Following on from the current feature on gd.ie we have found out that Barry O’Neill has become President / COO at Namco Bandai Networks Europe. He will be based in London. More details on this move soon.

Barry O’Neill has previously worked as COO at Sun 3C Media, CEO at Upstart Games (Dublin) and head of New Media at Eircom.

see http://www.namcomobile.com/

Xna Challenge And Robocode Deadlines

Deadlines for entry

If you haven’t done so already please ensure your college or university has registered for the XNA Ireland Challenge 2008 by Monday 4th February. This years event honours the 30th Anniversary of SPACE INVADERS (c) Taito Corporation. Visiting games studio judges will be scouting for students interested in work placement positions.

To register for the XNA Ireland Challenge 2008 send an email to xna@tippsoc.ie with a stipulation in the subject line; “[institution name] would like to register for XNA Ireland Challenge 2008”

Please see http://xnaireland.spaces.live.com/blog/cns!F98783C054F60D82!142.entry
for details OR http://www.xna.ie

Registration for Robocode will also close on Monday 4th February. To register for Robocode Ireland 2008 send an email to robocode@tippsoc.ie with a stipulation in
the subject line; “[institution name] would like to register for Robocode Ireland 2008”

Please see http://www.robocode.ie