Category Archives: game design

Interview with Sam Tuggle, Co-Creator of Grapple

Sam Tuggle is an ATEC graduate student and a member of Tuesday Society Games, the creators of Grapple, a 3D platforming computer game currently open to voting on Steam Greenlight. Here, Tuggle provides insights into the development of Grapple and discusses his future plans and takeaways from the process.

More information and a downloadable demo of Grapple can be found at grapple-game.com.

Q: Please summarize the game in a paragraph or two.

A: My favorite one-sentence description of Grapple is “Spider-Man in Space.” Grapple is a third person 3D platformer where you get to play as a ball of goo in space. The goal is to get to the black hole at the end of each level.

The ball of goo has two incredibly powerful abilities at his disposal: the ability to walk on any surface, floors, ceilings, and walls, and the ability to project parts of itself to grab on to surfaces and swing around. Using these abilities, the player must navigate the huge and sparse levels and get through progressively more difficult levels.

Q: Who are all the team members working on the project, and what are their roles?

A: The team members are as follows:

  • Sam Tuggle – Programmer, 3D Artist, and Level Designer
  • Brian Chancellor – Level Design and Menus
  • Alex Rothenberg – Level Design and 2D Work
  • Marvin Whitehurst – Sound Effects
  • Andrew Grant – Music

Q: How did you get the idea for the game?

A: I came up with the idea while on a winter vacation at my parents’ place. My folks don’t have a very good computer, and I don’t have a laptop to work on, so I have plenty of time with notepad to elaborate on ideas I get.

Q: When did development begin? Was it originally for a class assignment, and if not, what was your purpose or goal in producing it?

A: I started development in the summer before senior year, so 2011. I was learning how to program in UDK, and I had done a number of tutorials already, but was looking for a larger project to do. I figured it would be an interesting experiment to give this game design a shot and worked on it all summer long. About three weeks before summer ended, I had most of the core gameplay developed, but no levels or art designed at all. I had been moving around in a technicolor, curved box the entire time. I put it off for a semester until I got to my capstone my senior spring semester, when I brought on Brian and Alex and we spent the semester developing levels for the game.

Q: How long has Grapple been on Greenlight? Has there been any considerable support for it there? What is needed for it to become available for purchase on Steam, and do you think it’s likely that it will get there?

A: Grapple has been on Greenlight for about five months now. We put it up around two weeks after Greenlight came out. While I respect the idea for Greenlight, the massive influx of games that were placed on it when it was free to post, as well as the very minimal amount of support that games have on it, it really didn’t get us much.

While I don’t know how much I am supposed to talk about Greenlight, until recently, game developers on Greenlight didn’t get much more information than the people who voted on them. Instead of requiring a minimum number of votes to get on Steam, which it actually used on release, it is more focused popularity, mainly rating each game from its number of views, positive and negative reviews, etc., to find the 100 most popular games.

It seems that Valve then periodically looks for what games are a viable fit on Steam and then vets them, allowing them to let players decide which games look worthy, but still being the final gate in case something goes wrong. Unfortunately, in Grapple‘s current position, it’s not going to be on Steam. We aren’t getting nearly enough eyes on it.

Q: Are you pursuing any other methods to distribute or market the game? What is your current user base, if there is one?

A: We already submitted it to the IGF Student Competition and didn’t make it, unfortunately. Since Grapple is such a small game, it’s not like we have a big following or anything. What we really were concerned with was getting people to play the game, so we thought that releasing the demo for free was fine.

Unless a miracle happens, it’s not going on Steam, which controls a absolutely massive amount of the digital download space. Most likely, we are going to release the full game shortly so whoever wants to play it can.

Q: Do you have any future plans for the game, such as expansions or sequels?

A: Right now, Grapple is not going anywhere. We love the game, but to say that we had a really hard time adding to it is an understatement. The game is largely driven by its very minimalistic take on not only its art, but its level design.

The goo ball, while being very fun to play, is amazingly overpowered when placed in traditional spaces. As I said, people should hopefully see the full game released for free soon if they want much more Grapple.

Q: What are your plans and your teammates’ plans for other current or future projects?

A: Grapple taught us a lot about building a full game and all the random junk that goes with it. While this team has no formal plans, we are always working on something and if we get rolling with a larger project, I have no doubts that we will get together again and try and making the best games we can.

Q: Do you have any additional comments or topics you would like to talk about?

A: I know that most of ATEC is concerned with just making a good game, which is what we should be concerned with, but let me tell ya’, it’s hard getting people to play Grapple. “Marketing” is considered a dirty word until you are having a difficult time trying to get people to look at your game.

We felt we made a really fun game to play, but it lacked the visual flare and easily appealing gameplay that would get people to bother downloading it. Once we got someone to play the game, they would really enjoy it, but before that, it was hard to get anyone to take notice.

Fall 2013 GameLab Projects Selected

Following the live pitch sessions on March 22, five projects were selected to go into production in the Fall 2013 session of GameLab. Prospective production team members who are accepted into GameLab will be assigned to one of these five projects according to need.

Body Shop

From creative director Kelly Weeren: “Body Shop is a 3D space-opera RPG in which the player starts out as a disembodied head. As the player explores the world, they are able attach or remove additional body parts at will, allowing the player to become a head with a leg, a head with multiple arms, an average human, or something more unique.”

Castor and Pollux

From creative director Steven Zapata: “Castor and Pollux is a side-scrolling, physics-based, two player puzzle-platformer/action-platformer wherein both players are given a unique character, each with a different skill-set and play style and are asked to work together to achieve a common goal.”

Control Room

From creative director Joshua Miller: “Control Room is a 2D real time, top down stealthy strategy game with puzzle elements. The player is a double agent control room operator in an advanced military facility. He or she must guide a group of AI controlled infiltrators through the facility in order to blow it up while avoiding suspicion.”

The Fast and the Fjorious

From creative director Caroline Curley: “The Fast and the Fjorious is a 3D, two versus two racing game featuring sprinting cartoon Vikings on a mad dash to obtain Thor’s glorious hammer, which has fallen from the sky… a good distance from the player’s home village, with dense, harsh forest in the way… You and a friend have to navigate through the forest and reach the hammer before the two members of your rival village.”

Zarathustra: Sea Station to the Impossible

From creative director Harry Lesser: “Zarathustra is an isometric 2D turn based strategy game with roguelike elements. …The player controls a squad of soldiers sent down to the undersea research station “Zarathustra” in an attempt to quell a Lovecraftian crisis. Players will guide their squad… through rooms generated in a procedural, roguelike fashion… and ultimately sacrifice the squad to empower one soldier with the ability to defeat the unknown terror.”

GameLab Projects to Be Featured at Spring Arts Festival

Student-made games from this semester’s Game Production Lab, as well as selections from Game Pipeline Methodologies, Games and Gallery Art, and Experimental Game Lab, will be on display and playable as part of the Spring Arts Festival.

The event is open to the public and will take place Friday, May 3 between 6:30-8:30 p.m. in the Visual Arts Studio (AS).

Deadlines Extended to Apply for Advanced Game Courses

Applications are required to enroll in any of three new, advanced game courses being offered in the fall: Game Development 2, Game Design 2, and Virtual Environments 2.

The deadlines for interested students to submit their applications have been extended, and are now rolling deadlines, which means the applications will be reviewed as soon as they are submitted.

The required paperwork can be downloaded below, picked up outside Dr. Monica Evan’s office, ATEC 1.908, or picked up from any of the ATEC advisers.

It is requested that students submit their completed applications as soon as possible on the ATEC server, following the instructions on the application forms. Game Development 2 and Game Design 2 applications may also be submitted via e-mail to Dr. Monica Evans (mevans@utdallas.edu). Due to the size of the attachments required by the Virtual Environments 2 applications, those applications may only be submitted to the server, not via e-mail.

Students will hear back regarding their application status by May 1, May 15, and periodically throughout the summer. Applications will be reviewed up to August 15, 2013.

Any questions should be directed to Dr. Evans or an ATEC adviser immediately.

Applications Now Required for New Advanced Game Courses

This fall, three new undergraduate courses will be offered in the area of game design and development:

  • ATEC 4367: Game Development 2,
  • ATEC 4368: Game Design 2,
  • and ATEC 4373: Virtual Environments 2.

Due to the advanced nature of these courses, and to formalize instructor permissions across the gaming area, all of these courses require an application procedure prior to student enrollment.

The required paperwork can be downloaded below or found outside Dr. Monica Evans’s office, ATEC 1.908. All paperwork must be turned in on the ATEC server by midnight on Sunday, April 14. Students will be notified of their acceptance by April 17. Any questions or concerns should be directed to Dr. Evans (mevans@utdallas.edu) immediately.

ATEC 4367: Advanced Game Development (Game Development 2)

This course explores the theory and practice of rapid prototyping for digital games. Students in this course will individually design, create, and playtest small agile prototypes for digital games in a short amount of time using a variety of online development tools. The course focuses on examining both successes and failures, and teaches students how to use those experiences to improve their game development processes in the future. Course culminates in the presentation of a redesigned game, pitch document, and postmortem for an original digital game.

Download the Fall 2013 Game Development 2 application.

ATEC 4368: Advanced Game Design (Game Design 2)

Continuing study in the critical analysis and creative design of interactive games, with special focus on bringing games out of a full design document into production and development. Topics include designing for serious, persuasive, or educational games; integrating art and entertainment; innovations in mechanics; interactive sounds and narrative; haptic interaction; and advanced production and project management techniques.

Download the Fall 2013 Game Design 2 application.

ATEC 4373: Special Topics in Game Studies: Virtual Environments 2

This course explores advanced methods and techniques used in the design and creation of virtual environments. Topics include advanced level design and scripting techniques, game design implementation, player engagement, and player experience management.

Download the Fall 2013 Virtual Environments 2 application.

ATEC GameLab Projects Nearing Beta

As the deadline approaches to finish the beta versions of their games, several of the Spring 2012 GameLab development teams wrote about their games-in-progress to provide insight into their creative process.

Beta presentations for these and the remaining GameLab projects, Paper Master Erbu and RAAARGH!, will be held on Tuesday, April 2 from 1-4 pm. in ATEC 1.202. Game testing is open to the public.

Bat Out of Hell

When you work in Hell, the Devil does not accept two week notices. You have to break out. Geraldo is a business-minded demon who just wants to open a small bar in a cozy neighborhood that serves cold beers to other blue collar workers. The only thing stopping him is Lucifer… and spikes… and lava… and falling blocks, the list of obstacles is pretty long.

Bat Out of Hell is a 2D puzzle/platformer that allows you to play as Geraldo as you jump, push and pull your way out of Hell. Recruit your drinking buddies, Red the Imp and Wally the Werewolf, and use their special powers to overcome the diabolical traps that are standing in the way of your freedom and entry into entrepreneurship.

Bat Out of Hell is a single-player game being developed for the PC by a 14-member team of ATEC graduates and undergraduates using the Unreal Development Kit.

Bat Out of Hell Screenshot

Lights Out

Lights Out is a competitive first-person shooter (FPS) focused on creating intense, psychological duels between two combatants. Both players are equipped with invisibility suits, assault rifles, and light grenades. When exposed to bright lights, the invisibility suits malfunction and each player seeks to take advantage of that by using light switches to illuminate certain sections of the level. Each player can also deploy light orbs to illuminate small areas. Each match consists of a series of rounds that should allow each player to get a feel for how the other player plays the game and adapt accordingly.

As we move toward beta, we have a sizable pile of small tasks ahead. The levels are in progress–we have not pinned down the ideal play experience just yet. Materials and new assets are being loaded in this week. The game will be half stocked by beta and fully stocked with assets by release.

Coding has been a continual challenge and remains a priority. Major functions have been established, but little pieces of player feedback code are proving hard to implement. Interfacing with the various systems in UDK requires expertise this team does not possess. In spite of these challenges, the team remains active and all deadlines will be met as planned.

White Cane

The White Cane puts players in the shoes of Cieco, a confused and sometimes senile protagonist. Cieco is trapped in a pitch black environment, with nothing but his remaining senses to guide his way through this unknowable world. White Cane is a third-person adventure and exploration game that forces players to use the senses that the game provides to solve puzzles and explore their surroundings.

By forcing players to explore in total darkness, each step forward is a new discovery. Players uncover their surroundings by walking and bumping into objects. Objects will remain visible while they are being touched by the player, but will fade out of frame when Cieco is no longer in their proximity. Players will be forced to play an advanced game of Memory to traverse the 3D surroundings in sometimes unsettling situations.

Visit the White Cane development blog.

GameLab Fall 2013 Pitch Finalists Selected for Live Presentations

Of the 22 game proposals reviewed by a small committee of four ATEC instructors and alumni, 12 have been selected for a live pitch. Pitches will be held Friday, March 22nd from 1:30-3:30 pm in the Jonsson Performance Hall, JO 2.604. Students will have five minutes to present their pitch, followed by no more than five minutes for additional questions from the selection committee and audience.

This year’s selection committee will be comprised of nine faculty members, graduate students, and industry alumni, who will select up to five games for production in Fall 2013. The committee includes Dr. Tim Christopher, Prof. Kyle Kondas, Skylar Rudin, Jacob Naasz (Zynga Dallas), Lee Brown (iStation), Steven Billingslea, Lily Ounekeo, Spencer Evans, and Stephenie Edwards.

Below is the order in which pitches will be heard. In the spirit of fairness, this order was selected based on unmodified initiative rolls in a standard d20 system.

1. Claire Lewoczko, “Red Shift”
2. Carrie Sullivan, “Extraterrestrial Homestead”
3. Kelly Weeren, “Body Shop”
4. Steven Zapata, “Castor and Pollux”
5. Anthony Schuler, “Sleepless”
6. Mary Scoville, “Sketchitize”
7. Harry Lesser, “Zarathustra”
8. Caroline Curley, “The Fast and The Fjorious”
9. Alex Rothenberg, “Pacifist”
10. Joshua Miller, “Control Room”
11. Samuel Mosley, “Forge Through Time”
12. Sarah Scoggins, “Dead Princess”

ATEC program named one of the top graduate game design programs in the nation

The Princeton Review

UT Dallas’ ATEC program was named by the Princeton Review as one of the top graduate game design program in the nation. The University was ranked 11th. Read more here.

 

THE PRINCETON REVIEW NAMES TOP UNDERGRAD AND GRAD SCHOOLS TO STUDY GAME DESIGN FOR 2013:

U-Utah #1 On Undergrad List / U-Southern Cal #1 on Grad List

NEW YORK, March 12, 2013 — The Princeton Review (www.princetonreview.com) — one of the nation’s best-known education services companies — today issued its fourth annual report naming the schools with the best programs to study video game design.

The report, “Top Schools to Study Video Game Design for 2013,” is based on a survey The Princeton Review conducted in 2012-13 of 150 programs at institutions in the U.S.A. and Canada offering video game design coursework and/or degrees.

On The Princeton Review’s list of “Top 15″ undergraduate schools to study video game design, the University of Utah is #1. The University of Southern California is #1 on the companion list of “Top 15″ graduate schools. The Company gave Honorable Mention designations to 20 additional programs—15 undergraduate and five graduate. Overall, the report salutes 50 game design programs (30 undergraduate/ 20 graduate) at 35 institutions. (Lists follow.)

The Princeton Review’s 50-question survey for this project asked schools to report on a range of topics from academic offerings and faculty credentials to graduates’ employment and professional achievements. Among criteria The Princeton Review weighed to make its selections: the school curriculum, faculty, facilities, and infrastructure, plus career services, student scholarships, and financial aid.

The Princeton Review’s full report on this project — accessible at www.princetonreview.com/game-design — includes profiles of the schools with application information and links to the school sites.

This year, The Princeton Review partnered with PC Gamer, a monthly magazine published by Future US, as its reporting partner on the project. PC Gamer has a special feature on the list in its May issue. It is available online tomorrow at www.pcgamer.com, arriving in subscriber mailboxes this week, and on newsstands on April 2. The feature has information on the schools’ degree options, class offerings, prominent professors, and alumni, plus fun facts about the school programs.

The Princeton Review’s “Top 15 Undergraduate Schools to Study Video Game Design for 2013″ are:

  • University of Utah (Salt Lake City, UT)
  • University of Southern California (Los Angeles, CA)
  • DigiPen Institute of Technology (Redmond, WA)
  • Rochester Institute of Technology (Rochester, NY)
  • Massachusetts Institute of Technology (Cambridge, MA)
  • Drexel University (Philadelphia, PA)
  • Shawnee State University (Portsmouth, OH)
  • Savannah College of Art and Design (Savannah, GA)
  • The Art Institute of Vancouver (Vancouver, British Columbia / CAN)
  • Michigan State University (East Lansing, MI)
  • Rensselaer Polytechnic Institute (Troy, NY)
  • Worcester Polytechnic Institute (Worcester, MA)
  • Becker College (Worcester, MA)
  • New England Institute of Technology (East Greenwich, RI)
  • North Carolina State University (Raleigh, NC)

The Princeton Review’s “Top 15 Graduate Schools to Study Video Game Design for 2013″ are:

  • University of Southern California (Los Angeles, CA)
  • University of Utah (Salt Lake City, UT)
  • Drexel University (Philadelphia, PA)
  • Rochester Institute of Technology (Rochester, NY)
  • University of Central Florida (Orlando, FL)
  • DigiPen Institute of Technology (Redmond, WA)
  • Massachusetts Institute of Technology (Cambridge, MA)
  • University of California, Santa Cruz (Santa Cruz, CA)
  • Savannah College of Art and Design (Savannah, GA)
  • Southern Methodist University (Plano, TX)
  • The University of Texas at Dallas (Richardson, TX)
  • New York University / NYU-POLY (New York, NY)
  • Georgia Institute of Technology (Atlanta, GA)
  • Parsons The New School for Design (New York, NY)
  • DePaul University (Chicago, IL)

Honorable Mentions – Undergraduate Schools (alpha order):

  • Bradley University (Peoria, IL)
  • Champlain College (Burlington, VT)
  • DePaul University (Chicago, IL)
  • Ferris State University (Grand Rapids, MI)
  • Full Sail University (Winter Park, FL)
  • Georgia Institute of Technology (Atlanta, GA)
  • Miami University (Oxford, OH)
  • New York University / NYU-POLY (New York, NY)
  • Northeastern University (Boston, MA)
  • Oklahoma Christian University (Edmond, OK)
  • Quinnipiac University (Hamden, CT)
  • University of California, Santa Cruz (Santa Cruz, CA)
  • The University of Texas at Dallas (Richardson, TX)
  • University of Wisconsin – Stout (Menomonie, WI)
  • Vancouver Film School (Vancouver, British Columbia / CANADA)

Honorable Mentions – Graduate Schools (alpha order):

  • Full Sail University (Winter Park, FL)
  • Michigan State University (East Lansing, MI)
  • Sacred Heart University (Fairfield, CT)
  • University at Buffalo (Buffalo, NY)
  • Worcester Polytechnic Institute (Worcester, MA)

Robert Franek, The Princeton Review’s SVP/Publisher, noted the burgeoning interest among students in game design and the exceptional study options available from specialized college majors to concentrated graduate degrees. “We salute the schools on our 2013 list for their commitment to this professional field. We hope our project will guide students considering careers in game design to schools best for them on our lists and on to companies at which they can apply their creative ideas and skills for the next generation of game players.”

The Princeton Review is also known for its annual rankings of colleges, law schools, and business schools in dozens of categories which it reports on its website and in its books including The Best 377 Colleges and The Best Value Colleges.

The Princeton Review is not affiliated with Princeton University and it is not a magazine.

About The Princeton Review
Founded in 1981, The Princeton Review (www.PrincetonReview.com) is a privately held education services company headquartered in Framingham, MA. The Company has long been a leader in helping students achieve their education and career goals through its test preparation services, tutoring and admissions resources, online courses, and more than 150 print and digital books published by Random House, Inc. The Princeton Review delivers its programs via a network of more than 5,000 teachers and tutors in the U.S.A., Canada, and international franchises. The Company also partners with schools and guidance counselors worldwide to provide students with college readiness, test preparation and career planning services.

About FUTURE US (publisher of PC Gamer)
Future Plc is an international media group and leading digital publisher, listed on the London Stock Exchange (symbol: FUTR). It has operations in the UK, US and Australia creating 200 publications, apps, websites and events. It holds market-leading positions in Technology, Gaming, Entertainment, Creative and Sport & Auto sectors. Future attracts 50 million monthly global unique users to its websites, which include techradar.com, gamesradar.com, bikeradar.com and musicradar.com. Future sells more than 24 million magazines every year, that’s 45 magazines sold every minute. Our most well-known brands in the US include Mac|Life, Maximum PC, PC Gamer and Official Xbox Magazine. We deliver over 100 digital editions, selling over 2 million products in the last 12 months through Apple’s Newsstand for iPad. Future exports or syndicates over 200 publications to over 90 countries. Future is currently Consumer Digital Publisher of the Year for both the Association of Online Publishers and the Professional Publishers Association.

GameLab Pitches Due March 18, Crew Applications Due April 1

Prospective creative directors interested in pitching their games for the Fall 2013 session of the Game Production Lab must submit their one- to two-page pitch documents via email, in .doc or .docx format, to Dr. Monica Evans (mevans@utdallas.edu) by 11:59 PM on March 18. Download the pitch guidelines.

Candidates selected for further consideration will present their pitches live on Friday, March 22 at 1:30 PM in the Jonsson Performance Hall, JO 2.604. This event is open to students and is strongly encouraged for current GameLab crew members and applicants.

Students interested in applying to be on one of the production teams for the Fall 2013 session of GameLab must apply by Monday, April 1. Download the application.

Physical copies of both the pitch document guidelines and the crew application sheet are available outside Dr. Evans’s office, ATEC 1.906.

ATEC Professor to Serve on Jury for International Mobile Gaming Awards

The UT Dallas, Arts and Technology (ATEC) program has entered into a partnership with the International Mobile Gaming Awards (IMGA).

International Mobile Gaming AwardsThe ATEC partnership with IMGA seeks to showcase the use of “serious games” on mobile platforms. An international jury will be meeting in Marseille, France to select the winners from among over 1,000 entries. ATEC faculty member Dr. Monica Evans will be serving on the international jury as part of the partnership. ATEC student Peter Wonica has been working with the IMGA team in Marseille carrying out an international survey of serious games on mobile platforms.

Dr. Monica Evans

Dr. Monica Evans

ATEC researchers are developing serious games on mobile platforms for a number of applications. Current research contracts involve the creation of “serious games” for the U.S. Army troops, for teachers and for nurses and medical personnel. These games bring the spirit of gaming to serious matters. ATEC is working to design irresistible games that encourage repeated play and measurable learning.

The competition is now the mobile entertainment industry’s leading showcase for groundbreaking innovations, displaying exceptional quality and new trends in mobile entertainment. Games for tablets, handheld consoles, netbooks and pocket PC’s are not eligible if they are not available for mobile phones.