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About the Archives

This page contains an archive of all entries posted to GAMBIT in the Events category. They are listed from oldest to newest.

Deadlines is the previous category.

GotW is the next category.

Many more can be found on the main index page or by looking through the archives.

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Friday Games @ GAMBIT - Spacewar!

This week's Friday Games @ GAMBIT is being folded into the Spacewar! event, also being organized by our lab.

Today beginning at 5PM at the MIT Museum you can play a new version of Spacewar! built by our lab on a giant mockup of the PDP-1 monitor made especially for the 50th anniversary. At 6:30 there will be a panel featuring one of the creators of the original game, Martin "Shag" Graetz as well as two members of the PDP-1 Restoration Project, Eric Smith and Mike Chiponis.

The First Ever Crappy Game Complaining Marathon at the MIT GAMBIT Game Lab! February 18th, 2012

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"We Mock So They Can Play"

Everyone has that one game, you know the game...The one game that everyone loves
but you despise. Well, here at The Singapore-MIT GAMBIT Game Lab we are
channeling all of that rage into one super fun entertaining event: The First
Annual Crappy Game Complaining Marathon to benefit our local Boys and Girls
Club Cambridge Clubhouse!

http://cgcmarathon.org/

On Saturday February 18th from noon till midnight, Boston-area independent game
developers and our own GAMBIT staff will lash out publicly at the very games
they secretly (or not so secretly) loathe. From "Super Mario Galaxy on Wii" to
"Half-Life 2", watch and revel in the mockery on UStream, while donating to your
favorite team
as each $2,500 we raise funds one program at the Boys and Girls
Club for a year! This year's goal is to fund three programs. ET4.jpeg

That's Saturday, February 18th from noon until midnight. Watch online and donate
at: http://cgcmarathon.org/

Continue reading "The First Ever Crappy Game Complaining Marathon at the MIT GAMBIT Game Lab! February 18th, 2012" »

Friday Games @ GAMBIT - Global Game Jam Grab Bag! (GGJGB)


Global Game Jam, the event where people from all over the world form teams and create a finished game in one weekend, was last week! The theme, which each team had to interpret in their own way, was "Ouroboros" - the mythical (or is it?) snake eating its tail.

Several hundred games were made at the GGJ 2012, so we cannot obviously play them all. But we will start with those made at the GAMBIT Game Lab U.S. - which included people from all over the Boston area, not just MIT - and those made at the GAMBIT Game Lab Singapore - which included people from all over Singapore. We'll then branch out and try whichever ones we think look interesting.

So come over to the GAMBIT lounge at 4pm today. Cookies, veggies, and global games.

Spacewar! Turns 50: GAMBIT Celebrates The First Video Game With Two Special Events

In 1961, Digital Equipment Corporation (DEC) gave MIT a PDP-1 computer and the
games began. From discussions about "interesting "displays" to new lessons in interactive programming, MIT's Kludge room became the birthplace of Spacewar! Celebrate the 50th anniversary of this momentous occasion with two larger-than-life celebrations of this influential game.
1962_spacewar_large.jpeg

On February 8th, 2012 from 9AM-5PM on the MIT Stata Center's "Student Street" (1st floor) you can play a new iteration of Spacewar! built by the Singapore-MIT
GAMBIT Game Lab on a giant mockup of the PDP-1 monitor made especially for the 50th anniversary.

600full-spacewar!-cover.jpeg

And at The MIT Museum beginning at 5:00PM on February 10th, 2012, you will have a
second chance to play the new iteration of Spacewar! on the specially created giant mockup of the PDP-1 monitor and on the big presentation screen at The MIT Museum. At 6:30PM, GAMBIT's US Executive Director Philip Tan will moderate a panel featuring one of the creators of the original game, Martin "Shag" Graetz as well as two members of the PDP-1 Restoration Project, Eric Smith and Mike Chiponis.

So, join us for these two free special events here coming up on February 8th and 10th here at MIT!

Continue reading "Spacewar! Turns 50: GAMBIT Celebrates The First Video Game With Two Special Events" »

Friday Games @ GAMBIT - Puzzles and the MIT Mystery Hunt

We start our first Friday Games @ GAMBIT for January today at 4:30pm. It's all about the MIT Mystery Hunt!

We'll be talking briefly about Marc LeBlanc's eight kinds of fun, and then we'll introduce the MIT Mystery Hunt, an annual puzzle competition held at MIT during our January Independent Activity Period (IAP), and the kinds of puzzles/gameplay it presents.

Afterwards, the audience is welcome to join us for an evening of solving!

Come join us and as always, if you can make it to the lab, we'll broadcast live at http://gambit.mit.edu/live via Ustream.

GAMBIT Presents Two New Gaming Documentaries January 12th and 13th (with director Q &A)

The Singapore-MIT GAMBIT Game Lab presents two new films about the world of gaming. Both screenings begin at 7PM in room 10-250 at MIT with the directors in attendance who will run a Q and A after the completion of each film. On January 12th is Lorien Green's new documentary, "Going Cardboard" which takes you into the world of "designer" board gaming, from the community of enthusiastic fans to the publishers and self-publishers, and of course, the designers. On January 13th is the documentary by Jason Scott entitled "Get Lamp". Get Lamp tells the story of the creation of "computer adventure games", in the words of the people who made them. Both screenings are FREE and open to the public. Event hosted by Generoso Fierro of the Singapore-MIT GAMBIT Game Lab

Continue reading "GAMBIT Presents Two New Gaming Documentaries January 12th and 13th (with director Q &A) " »

Local (Cambridge, MA) Applications open for the GAMBIT Game Lab Summer Program

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We're Looking For A Few Good Game Developers!

Program Dates: June 11th - August 10th, 2012
Where: Massachusetts Institute of Technology, Cambridge, MA

Local Area Applications Accepted: January 9th, 2012 - February 13, 2012

GAMBIT's Summer Program is a nine week, full time, intensive game development experience. Students from Singapore join students from the Massachusetts Institute of Technology (MIT) to create video games at the Singapore-MIT GAMBIT Game Lab, in Cambridge, Massachusetts. Development teams are composed entirely of student interns, who are responsible for all aspects of the project -- production to programming, game design and art, music and sound, and of course, thorough testing to create a robust, engaging game.

    Eligibility Requirements
  • You must be a current college undergraduate; however, those graduating in the academic year 2011 - 2012 are still eligible to apply for our 2012 summer program.
  • Your home institution must be within 50 miles of the Massachusetts Institute of Technology, in Cambridge, Massachusetts, to be eligible to apply.
  • Please note that when selecting our local interns, the GAMBIT program strongly favors those students who have worked with us during the school year.

More info about the summer program can be found at our application site or attend our information session this Friday:


STUDENTS:

Come visit the GAMBIT Lab on Friday, January 13th from 2-4pm to find out how you can work at the GAMBIT Game Lab this Spring and Summer. See eligibility requirements below.

Please RSVP: reberhar@mit.edu

The event will take place in our lab at MIT: NE25-3rd Floor. The physical address is: 5 Cambridge Center, Cambridge, MA.

Applications for the summer program are open now, apply today!

1/13/2012: Want to make games at the Singapore-MIT GAMBIT Game Lab? Infosession for students: 2-4pm

STUDENTS:

Come visit the GAMBIT Lab on Friday, January 13th from 2-4pm to find out how you can work at the GAMBIT Game Lab this Spring and Summer. See eligibility requirements below.

Please RSVP: reberhar@mit.edu

The event will take place in our lab at MIT: NE25-3rd Floor. The physical address is: 5 Cambridge Center, Cambridge, MA.



We're Looking For A Few Good Game Developers!

Program Dates: June 11th - August 10th, 2012
Where: Massachusetts Institute of Technology, Cambridge, MA

Local Area Applications Accepted: January 6th, 2012 - February 13, 2012

GAMBIT's Summer Program is a nine week, full time, intensive game development experience. Students from Singapore join students from the Massachusetts Institute of Technology (MIT) to create video games at the Singapore-MIT GAMBIT Game Lab, in Cambridge, Massachusetts. Development teams are composed entirely of student interns, who are responsible for all aspects of the project -- production to programming, game design and art, music and sound, and of course, thorough testing to create a robust, engaging game.

    Eligibility Requirements
  • You must be a current college undergraduate; however, those graduating in the academic year 2011 - 2012 are still eligible to apply for our 2012 summer program.
  • Your home institution must be within 50 miles of the Massachusetts Institute of Technology, in Cambridge, Massachusetts, to be eligible to apply.
  • Please note that when selecting our local interns, the GAMBIT program strongly favors those students who have worked with us during the school year.

More info about the summer program can be found at our application site.

Friday Games @ GAMBIT - Who Can You Trust? An Exploration of the Traitor Mechanism in Face-to-Face Games

One type of board game is the cooperative board game, where all players are working together to achieve a goal. In the last few years, there has been an exploration of the traitor mechanism, where one or more players are secretly working against the rest of the players to cause them to lose the cooperative game.

The most commonly known example of this game is the public domain game Werewolf (or Mafia), where the players are working as a team to unmask the Werewolves hidden in the group. These games allow you to explore group dynamics, bluffing, and bring deduction elements into play in gameplay that starts with indirect player interaction but moves into direct player interaction.

For Friday Games on Dec. 16th, Resident Scholar Scott Nicholson will first run a few games of Werewolf in a fishbowl style, where a group of players will play while others watch, and then the game will be discussed. After that, Nicholson will present a series of board and card games that use this element in different ways, such as Shadows over Camelot and Battlestar Galactica. Participants will then be able to try out and observe some of the shorter traitor-based games, such as The Resistance, Saboteur, and Panic Station.

Friday Games @ GAMBIT - A History of Zelda

Skyward Sword came out a bit over a week ago, and since last week was Thanksgiving this week we are looking at a history of the Zelda franchise, from its inception in 1986's The Legend of Zelda for NES all the way up to 2011's motion-controlled Wii version.

Join us in the GAMBIT lounge at 4pm. We will be starting a little late as there will be a short recruiting event from 4:00-4:15. As always there will be cookies and snacks.

Games to be played:

- The Legend of Zelda
- Zelda II: The Adventure of Link
- Zelda III: A Link to the Past
- The Frog For Whom the Bell Tolls
- The Legend of Zelda: Link's Awakening
- The Legend of Zelda: Ocarina of Time
- The Legend of Zelda: Majora's Mask
- The Legend of Zelda: Wind Waker
- The Legend of Zelda: Four Swords Adventures
- The Legend of Zelda: The Phantom Hourglass
- The Legend of Zelda: Twilight Princess
- The Legend of Zelda: Skyward Sword

Games to be shown:

- Link: The Faces of Evil
- Zelda: The Wand of Gamelon
- Zelda's Adventure
- The Legend of Zelda: Oracle of Seasons/Ages
- The Legend of Zelda: The Minish Cap
- The Legend of Zelda: Spirit Tracks

We're on the third floor of 5 Cambridge Center, Cambridge, MA 02142. If you can't join us, you can watch our live stream.

12/1/11: The Aesthetics of Games - Frank Lantz (NYU Game Center)

Thursday, December 1, 2011 - 5:00pm - 7:00pm
Room 4-231 (MIT Campus Map)
Presented by MIT Comparative Media Studies

Frank LantzThis talk will explore what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form, or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk will examine these and other related questions.

Frank Lantz is the Interim Director of the NYU Game Center. For over 12 years, Frank has taught game design at NYU's Interactive Telecommunications Program. He has also taught at the School of Visual Arts, and Parsons School of Design. His writings on games, technology and culture have appeared in a variety of publications. In 2005 Frank co-Founded Area/Code, a New York based developer that created cross-media, location-based, and social network games. In 2011 Area/Code was acquired by Zynga and is now Zynga New York. Frank has worked in the field of game development for the past 20 years. Before starting Area/Code, Frank worked on a wide variety of games as the Director of Game Design at Gamelab, Lead Game Designer at Pop & Co, and Creative Director at R/GA Interactive. Over the past 10 years, Frank helped pioneer the genre of large-scale realworld games, working on projects such as the Big Urban Game, which turned the cities of Minneapolis and Saint Paul into the world's largest boardgame; ConQwest, which featured the first major application of semacodes in the United States, PacManhattan, a life-size version of the arcade classic created by the students in his Big Games class at NYU, and many other experiments in pervasive and urban gaming.

11/30/11: Civic Games - Colleen Macklin, Liz Lawley, Scot Osterweil

Wednesday, November 30, 2011 - 5:00pm - 7:00pm
Room E14-633 (MIT Campus Map)
Presented by the MIT Center for Civic Media

Game design is developing very rapidly, and insights, tools, and practices from gaming are increasingly integrated across different areas of life, leading to talk of the 'gamification' of everything -- including civic media.

MIT Center for Civic MediaThis session brings together innovative game designers, theorists, and activists in a conversation about the possibilities of and challenges for civic games. Independent game designers, networks like Games for Change, and perhaps even major industry players are moving towards linking gameplay with realworld civic actions. What is the state of play, and what is coming just over the horizon? In theorizing and developing civic games, what can we learn from games with civic content -- as texts, processes, and points of community engagement? How can we understand game design itself as civic engagement, as communities become not only game players but increasingly also design, mod, develop, and critique games?

Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning /Lab), focused on developing games for experimental learning and social engagement. PETLab projects include a curriculum in game design for the Boys and Girls Club, a set of statistical games for the Red Cross Climate Centre, and big games such as Re:Activism and the "fiscal" sport Budgetball, which is played every year on the national mall in Washington, DC, by college students and members of the legislative and executive branch. She is a member of the game design collectives Local No. 12 and The Leisure Collective. Her work has been shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

Elizabeth Lawley is a Professor of Interactive Games & Media at the Rochester Institute of Technology, where she also runs the Lab for Social Computing. In addition to teaching classes on game design, web development, and online identity & community, she produced Rochester's city-wide alternate reality game "Picture the Impossible" with the local newspaper, and is currently working on "Just Press Play", a gaming layer for student success targeted at students in RIT's Interactive Games & Media program. She speaks regularly at conferences ranging from the Game Developers Conference to Internet Librarian and runs an annual symposium on social computing for Microsoft Research that brings together academics and industry professionals in the field. She maintains a personal blog at mamamusings.net, and also blogs for the virtual worlds weblog Terra Nova. She has a M.S. in Library Science from the University of Michigan and a Ph.D. in Information Science from the University of Alabama.

Scot Osterweil is the Creative Director of the MIT Education Arcade and a research director in the MIT Comparative Media Studies Program. He is a designer of award-winning educational games, working in both academic and commercial environments, and his work has focused on what is authentically playful in challenging academic subjects. He has designed games for computers, handheld devices, and multi-player on-line environments. Scot is the creator of the acclaimed Zoombinis series of math and logic games, and leads a number of projects in the Education Arcade, including Vanished: The MIT/Smithsonian Curated Game (environmental science), Labyrinth (math), Kids Survey Network (data and statistics), Caduceus (medical science), and iCue (history and civics). He is a founding member, and Creative Director of the Learning Games Network where he leads the Hewlett Foundation's Open Language Learning Initiative (ESL).

12/1/2011: NE Games SIG - Collaboration of the Game Industry and Academia

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Talent is the essential ingredient to success in game development. The MIT Enterprise Forum's New England Games SIG provides a look at the state of collaboration between industry and academia with this panel discussion.

How can we build a stronger pipeline of talent and what more can be done to improve the number and quality of graduates from schools in the region? This panel of game industry veterans and academic leaders will discuss this topic, as well as provide an overview of the Massachusetts Digital Game Institute's (MassDigi) outreach from K-12 to colleges/ universities across the Commonwealth and MassDigi's industry focused programs. In addition, colleges from around the region will provide an overview of their video game programs.

Moderated by Robert Ferrari of Bare Tree Media, the panel will include Tim Loew of Becker College, Philip Tan of the MIT Gambit Game Lab, Monty Sharma of MassDigi, Terrence Masson of Northeastern, Mark Claypool of Worcester Polytechnic Institute, and Mary Jane Begin of the Rhode Island School of Design.

6:00pm - 7:00pm: Networking & Light Appetizers, Refreshments
7:00pm - 8:15pm: Panel
8:15pm - 9:00pm: Post-Panel Networking

Come early or stay late to enjoy light appetizers/drinks and to network with your peers. The event will be held on December 1, 2011 from 6pm - 9pm at the Microsoft NERD Center (One Memorial Drive, Cambridge).

More details on the MIT Enterprise Forum site.

Registration is required! Please register here.

Friday Games @ GAMBIT - A History of The Elder Scrolls

The Elder Scrolls V: Skyrim was released last week in a blaze of Nordic fury, so this week's Friday Games @ GAMBIT will be about, what else? - a history of the Elder Scrolls franchise - in how it grew from its inception in 1994 (and through its tangential relationship with Bethesda's Terminator titles) into what is now, in the minds of many, the industry gold standard for rich, deep, open-ended single-player RPG design.

As always, we'll be in the GAMBIT lounge at 4pm with cookies. Here is the full list of game's we'll briefly look at, before opening things up with Skyrim.

- The Terminator
- The Elder Scrolls: Arena
- The Terminator: Future Shock
- The Elder Scrolls: Daggerfall
- The Elder Scrolls: Redguard
- The Elder Scrolls: Morrowind
- The Elder Scrolls: Oblivion
- The Elder Scrolls: Skyrim

We're on the third floor of 5 Cambridge Center, Cambridge, MA 02142. If you can't join us, you can watch our live stream.

Electronic Arts CFO, Eric Brown To Speak at MIT Today at 5PM

Today, November 14th at 5PM at MIT, there will be a lecture from Electronic Arts CFO Eric Brown as part of a college recruitment visit for positions with EA. The event is only for MIT students, alums and GAMBIT alums. For more information please contact GAMBIT Communications Director, Generoso Fierro The event is sponsored by the GAMBIT Lab.

Friday Games @ GAMBIT - Zombies That Don't Belong!

Zombies are everywhere... even in games where they shouldn't be. Our (late) Halloween session will examine the phenomenon of zombies in otherwise zombie-free games, often appearing in the form of downloadable extras, easter eggs, in-jokes, etc.

The games will include:

  • Red Dead Redemption
  • Call of Duty: Black Ops
  • Yakuza: Ryu Ga Gotoku of the End
  • Time Splitters 2
  • Railworks 3: Trains vs Zombies

So drop by the GAMBIT lounge at 4pm. As always, there will be cookies.

Friday Game 10/28/11-This Week Bites!

This week's Friday Games at GAMBIT we will be surrendering the lounge to the vampires!

infamous-FoB-Cole-Vampire-1.png Come on by the GAMBIT Lab at 4PM today as our very own Philip Tan walks us through the crypts of some truly bloodthirsty games, including the newest iteration in the incredibly popular inFamous series, inFamous: Festival of Blood!!! Philip doesn't stop there as he shows us some truly fangorious titles such as Castlevania-Lords of Shadow, Majesco's BloodRayne 2, EA's Buffy The Vampire Slayer, Shadow Hearts-Convenant and the classic PC title, Vampire The Masquerade: Bloodlines.

We're on the third floor of 5 Cambridge Center! (Cambridge, MA 02142) If you can't join us, you can watch our live stream.

Friday Games 10/21/11 - 2012 IGF Pirate Kart

pirate.pngAt 4pm this Friday, we'll be playing games from the 2012 IGF Pirate Kart! As Mike Meyer explains from the website:

A Pirate Kart is a very very inclusive game compilation made in a hurry. Jeremy Penner came up with the idea for the first Pirate Kart as a way for the Glorious Trainwrecks community to collaborate on something for TIGSource's "B-Game" competition. To galvanize the community, he set an absurd goal: make 100 games in 48 hours and package them as a single entry in the competition.

The IGF Pirate Kart continues the spirit of the Pirate Kart but with a new twist: instead of making brand new games for it, mostly people are entering the games that they are proud of, but not "big" or "polished" or "real" enough to be worth the entry fee.

The 2012 IGF Pirate Kart has been entered into the 2012 Indie Games Festival, but the games are already available via BitTorrent and mirror sites. You can check out the full list of games here.

We're on the third floor of 5 Cambridge Center! (Cambridge, MA 02142) If you can't join us, you can watch our live stream.

What's in a name? Making an #Occupy board game at the Cardboard Jam.

Cardboard Jam pitch board - OCCUPY I was happy to host the second Cardboard Jam at the GAMBIT Game Lab with Darren Torpey of Boston Game Jams (and Boston Indies and countless other Boston game development groups). Sixteen local developers, researchers, and students joined us for two days of rapid iteration of board, dice, and card games. After a few hours of brainstorming and pitching ideas to the group, we coalesced into five teams and spent the remaining 20 hours creating games. By day one's dinner time, we were trading people around to test all of the games. All five games were finished and playtested by the end of the game jam, with rules and pieces that could be picked up and played by others.

OCCUPY

The theme of our game jam was Occupy. I emailed Darren the week before the game jam started and pitched the theme to him - I've been keeping up with the Occupy events around the nation, especially OccupyWallStreet and OccupyBoston. He liked it and so it was then presented to the jammers at the start of the brainstorming session. They came up with dozens of ideas; some pitched mechanics for which 'occupy' was a good fit and others pitched fictions and themes based on the word. Having a verb as our theme was useful in that all of our pitches seemed to gel well with the theme.

We grouped the pitches by shared aspects and from there the jammers formed into teams. My team of four chose to explore a two mechanics: Conway's game of life and RoboRally-style programmed moves with cards. We placed these two pitches next a few other cards that were similar and got to work. One of these related cards was a pitch I came up with, where the players could be groundskeepers at a park during OccupyWallStreet and the NPC actors as police and protesters. I never mentioned this theme again to the team, but I think it was in the back of my mind throughout the event.

Continue reading "What's in a name? Making an #Occupy board game at the Cardboard Jam. " »

Friday Games 10/14/11 - What can the demoscene do for you?
fr-041: debris. by farbrausch

Tammo "kb" Hinrichs is a game industry professional and organizing team member for several demoparties with attendance as high as twelve hundred people. He will give an overview of what the demoscene is and present on what the demoscene community has done in the past to contribute to his and others' professional development and encourage the formation of new companies, such as game studios.

The demoscene is a computer art subculture active most in Europe which has encouraged students, mid-career IT and computer creative professionals to build and continue to develop their coding, graphic arts, and compositional skills. It has also facilitated networking and mentorship connections. Many members of the scene have also found opportunities within it to cultivate their teamwork and leadership skills. Software development houses, particularly game studios, have also benefited from techniques refined in the scene, such as procedural content generation, and many demosceners work in the games industry.

This talk is sponsored by @party, a Boston area demoparty. Please visit their website at atparty-demoscene.net.

Screenshot from "fr-041: debris." by Farbrausch

Friday Games @ GAMBIT 10/7/11 - PREPARE TO DIE!

At Friday Games @ GAMBIT this week you will die. All those who want to die should show up at the GAMBIT Lounge at 4:00, and even if you don't want to die please pay us a visit anyway. There will be cookies.

Dark Souls, released this week, is the spiritual successor to Demon's Souls, 2009's sleeper hit famous for its innovative online features and crushing difficulty. This Friday we will be showcasing the series, its legacy as an outgrowth of the King's Field series (one of the rare examples of Japanese 1st-person gaming), and discuss just what makes it different from almost any other AAA game on the market right now.

Contrary to the ads you may have seen (like this one), it's about a lot more than just getting killed.

Friday Games 9/30/2011 - Atypical Motion-Control Games
Cabela.jpgEvery major game console has their motion-control solution now, and we figured it'd be interesting to see how some developers are trying to shake up (sic) the formulae and expectations established by the waggle business. On deck are three games that stick out (for better or worse) from other motion-control games on their respective platforms:
  • Rise of Nightmares (Xbox 360 Kinect)
  • Kung Fu Rider (PlayStation Move) (Philip forgot to bring his PlayStation Move)
  • Cabela's Dangerous Hunts 2011 (Nintendo Wii)
Actually, this whole session is just a badly-contrived excuse to play Cabela on the big GAMBIT screen. Friday, 4pm, 5 Cambridge Center, Third Floor, be there! (... or you can watch our live stream.)
We're hosting another board and card game jam, October 8th and 9th!

Boston Game Jams logo

As promised, the next Boston Game Jam will be the Fall 2011 Cardboard Jam, on October 8th and 9th at GAMBIT.

As before, please bring your friends who love design and board or card games but whom are afraid of the whole programming/tech side of game jams. If that you, then now's your chance to bring yourself to a jam!

The beauty of this jam is that the technology barrier is waaaaaaay lower -- anyone can cut out pieces of paper, write with a pen, and organize objects on a board! We'll also be adding a bit more structure this time to facilitate play-testing and the peer feedback process.

Continue reading "We're hosting another board and card game jam, October 8th and 9th!" »

Futures of Entertainment 5 comes to MIT, November 11-12

The fifth annual Futures of Entertainment conference is headed our way this November, featuring old friends like Henry Jenkins, Parmesh Shahani, Josh Green, Sheila Seles, Ana Domb, Xiaochang Li, and many more.

It's the conference for understanding the widening media landscape, exploring the current state and future of media properties, brands, and audiences and the way these groups interact and intersect with one another. All of these have big, long-term implications for games.

Register at Evenbrite and learn more from organizer Sam Ford below:

We're excited to announce that registration has officially opened for our fifth Futures of Entertainment conference, which will begin on 11/11/11. The conference--which will run Nov. 11-12--will be held at the Kirsch Auditorium on the first floor of the Frank Gehry-designed Ray and Maria Stata Center on the campus of MIT in Cambridge, MA.

Full details on the line-up as it stands is below. Registration is available here. Please keep in mind that seats are limited, so--if you plan to attend--register soon.

The Futures of Entertainment conference brings together professionals from academia and the marketing and media industries to discuss how communication between media producers/brands and audiences are changing, and how the nature of storytelling is shifting in a digital era.

On Friday, we will tackle some of the pressing questions and new innovations on the media horizon: new models of media creation and distribution--and challenges/questions related to participation--in a "spreadable media" landscape; new models aimed at representing fan interests in media production; innovations in crowdsourcing for content creation, funding, and distribution; the impact of location-based technologies and services; and privacy concerns raised by these developments. On Saturday, we will look at particular media industries to how these innovations are evolving: serialized storytelling; children's media; nonfiction storytelling; and music.

The conference will run from 8:30 a.m. until 6:45 p.m. on Friday and Saturday, with a reception scheduled for Friday evening.

Here's the full two-day lineup.

Friday Games 9/23/11 - Jason Begy presents Radiant Silvergun

Radiant Silvergun for XBLAOne of the last Friday Games at GAMBIT last semester featured three perspectives on lab favorite Ikaruga. Now we're kicking off Friday Games at GAMBIT this Fall with its predecessor from Treasure, Radiant Silvergun!

Finally available on at an affordable price, Radiant Silvergun on the Xbox Live Arcade is an up-rezzed, faithful conversion of the Japanese Sega Saturn & Arcade original, with the addition of that must-have feature: SUBTITLES! GAMBIT Research Associate Jason Begy will reprise his performance at the Complete Game-Completion Marathon, playing the notoriously difficult and psychedelic shmup while explaining the philosophical underpinnings behind the game. Only this time, he won't have to translate all the dialogue simultaneously.

If you are intrigued by the claim that Radiant Silvergun might be "the best art game every made", a good place to start would be Jason Begy's blog post from 2009, where he lays out the history of the title and describes the basic mechanics of the game. Then come by the Singapore-MIT GAMBIT Game Lab on the third floor of 5 Cambridge Center, near the Kendall MBTA station, grab a fistful of cookies at 4pm and settle in for a tale of reincarnation, redemption, and mindblowing bullet hell.

Boston area high school students invited to learn about game research at MIT with director of Singapore-MIT GAMBIT Game Lab 10/19/11

WHAT IS GAME RESEARCH? How are videogames developed? What has changed in the decades since they were invented? How do they connect with other kinds of games and industries? Learn about the history of videogames at MIT and today's challenges of making interactive digital entertainment. This whirlwind tour of technology, artistry, and entrepreneurship will discuss the complexities of the massive videogame industry, highlighting some of the innovations that have expanded the medium and the researchers who push the boundaries today.

On Wednesday, October 19th 2011 at 5PM in room 3-133 on the campus of the Massachusetts Institute of Technology, Philip Tan, U.S. Executive Director of the Singapore-MIT Game Lab, will be speaking to Boston area high school students on the aforementioned subject. Entitled "What Is Game Research?", the 45-minute talk will be followed by a question and answer session.

RSVP is required as seating is limited. Doors open at 4:30PM. To RSVP, please contact GAMBIT Communications Director, Generoso Fierro

CLICK HERE TO VIEW THE LOCATION OF 3-133 AT MIT

"GAMBIT is a great demonstration of a successful collaboration, not just between countries, but between students, faculty, and industry," says Professor William Uricchio, Director of the MIT Comparative Media Studies program, of which GAMBIT is a part. "More than just teaching students how to develop games, GAMBIT provides an opportunity to rethink the types of games that can be made. More than just taking a course, the students are an integral part of the research process. Research publications, new start-up companies, and ongoing collaborations with the Singapore-based games industry all work together to push the envelope of games with the GAMBIT imprint of innovative thinking."

ABOUT THE SINGAPORE-MIT GAMBIT GAME LAB
The Singapore-MIT GAMBIT Game Lab is a five-year research initiative that addresses important challenges faced by the global digital game research community and industry, with a core focus on identifying and solving research problems using a multidisciplinary approach that can be applied by Singapore's digital game industry. The Singapore-MIT GAMBIT Game Lab focuses on building collaborations between Singapore institutions of higher learning and several MIT departments to accomplish both research and development.

GAMBIT Presents "Indies Will Shoot You In The Knees: Redux" August 4th, 2011 @ 5PM

During last July's Boston Post Mortem there was a frank and occasionally hysterical panel about the day to day insanity of running an indie game company. We here at GAMBIT loved the panel so much that we begged for a command performance here at MIT. Coming back from that original panel are Ichiro Lambe (Founder and President of Dejobaan Games, LLC), Scott Macmillan (Founder and President of Macguffin Games), Eitan Glinert (Founder and President of Fire Hose Games) and new to the panel and moderating is Alex Schwartz (Co-Founder of Owlchemy Games). The panel will take place in room 6-120 here at MIT beginning at 5PM sharp on Thursday August 4th. Snacks will be provided courtesy of the GAMBIT Game Lab. The event is free and open to the public.

7/21/11 6pm: GAMBIT Open House Focus Test (Part Deux)

Our last open house of the summer!

PlaytestingCome one, come all! Come to the our open house focus test!

Thursday, July 21st
6 PM - 8 PM

Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor
Cambridge, MA 02142
(Next door to the Kendall Square T stop)

The Singapore-MIT GAMBIT Game Lab has six games in early development, each one seeking to answer a different research question. We invite everyone - young, old, game playing, game developing, or even never touched a video game before in your life - to play our games and give us the early feedback we need to complete our games by the end of the summer.

What is an "Focus Test"? During the open house, our development teams observe your game playing, answer any questions you may have, and record your comments and opinions about the games you are playing. Our games will be in their seventh week of development. By testing them now, we intend to get feedback we can use, with time left to use it. This is your big chance to actively influence our games in development!

Our doors are open from 6pm - 8pm. You are welcome to drop in at any time during those hours and play as many (or as few!) of our games as you wish. Each game takes around ten minutes to complete; some are longer than others. We do recommend that if you want to play all the games, you should arrive earlier rather than later! (There will also be light snacks available, to keep your game playing strength up.)

While we welcome testers of all ages, our games are not intended for the youngest players. Children under seven may have difficulty playing our games alone, but might enjoy sitting on a parent's lap and watching. We are an active research lab, so any minors (age 17 and under) need to have a parent or guardian fill out a consent form before playing any games. Forms will be available at the lab, or you can contact gambit-qa at mit dot edu and request forms that can be printed and filled out to bring to the test.

We are at 5 Cambridge Center, 3rd Floor. Tell the guard at the desk you are here for the GAMBIT Focus test, then take the elevators up to the 3rd Floor. Turn towards the big glass doors as you exit the elevators, and come on in!

7/7/11 6pm: GAMBIT Open House Focus Test

Paper PrototypingCome one, come all! Come to the our open house focus test!

Thursday, July 7th
6 PM - 8 PM

Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor
Cambridge, MA 02142
(Next door to the Kendall Square T stop)

The Singapore-MIT GAMBIT Game Lab has six games in early development, each one seeking to answer a different research question. We invite everyone - young, old, game playing, game developing, or even never touched a video game before in your life - to play our games and give us the early feedback we need to complete our games by the end of the summer.

What is an "Focus Test"? During the open house, our development teams observe your game playing, answer any questions you may have, and record your comments and opinions about the games you are playing. Our games will be in their fifth week of development, with placeholder artwork and user interfaces still in development. By testing them now, we intend to get feedback we can use, with time left to use it. This is your big chance to actively influence our games in development!

Our doors are open from 6pm - 8pm. You are welcome to drop in at any time during those hours and play as many (or as few!) of our games as you wish. Each game takes around ten minutes to complete; some are longer than others. We do recommend that if you want to play all the games, you should arrive earlier rather than later! (There will also be light snacks available, to keep your game playing strength up.)

While we welcome testers of all ages, our games are not intended for the youngest players. Children under seven may have difficulty playing our games alone, but might enjoy sitting on a parent's lap and watching. We are an active research lab, so any minors (age 17 and under) need to have a parent or guardian fill out a consent form before playing any games. Forms will be available at the lab, or you can contact gambit-qa at mit dot edu and request forms that can be printed and filled out to bring to the test.

We are at 5 Cambridge Center, 3rd Floor. Tell the guard at the desk you are here for the GAMBIT Focus test, then take the elevators up to the 3rd Floor. Turn towards the big glass doors as you exit the elevators, and come on in!

Come and take a look behind the curtains of the Singapore-MIT GAMBIT Game Lab

GSS 2011 is here... watch it on our live stream: http://gambit.mit.edu/live/

Learn about our recent research and game development activities at the GAMBIT Summer Summit GSS 2011 on July 6 at the Massachusetts Institute of Technology

While others are going on vacation the research and game development at the Singapore-MIT GAMBIT Game Lab ramps up. Right now students from Singapore and the US are working with our researchers and development team on novel game concepts, and visiting researchers are wracking their brains on different gaming related topics across a variety of fields. For the first time, we will draw back the curtains in the middle of the summer to provide insights into our current game development and research activities. We invite all interested and curious parties to join us for a day full of games and research.

On July 6 Scot Osterweil from the Education Arcade will open the stage with a keynote "Educational Games: Stop Being Serious". He will be followed by a panel discussion about the games that are currently under development at GAMBIT. There will be scientific talks on AI, educational and theory-based game design, visualization and animation tools, presented by game researchers from the MIT Media Lab, CSAIL, and GAMBIT's Singaporean collaborators. A further highlight is the GAMBIT alumni panel tracing the careers of our former students. To top off the GSS 2011 Jeff Orkin (MIT Media Lab / Cognitive Machines) completes the GAMBIT Summer Summit with his keynote talk "Next Generation A.I. & Gameplay: Big Data, Big Opportunities".

Venue: MIT Campus E51-325, Cambridge, MA (map)
Date and Time: July 6 2011 from 9am - 6pm
Registration: Free entry (wow); Please register ASAP via email: k_mitgut@mit.edu

GAMBIT SUMMER SUMMIT PROGRAM (GSS 2011)

July 6 2011 - MIT E51-325


Download PDF: here

09:00 GSS 2011 Opening (Philip Tan, Singapore-MIT GAMBIT Game Lab)
09:15 Keynote: Scot Osterweil (Education Arcade): "Educational Games: Stop Being Serious"
10:15 Singapore-MIT GAMBIT Game Lab Game Projects 2011 Panel:

· Mia Consalvo "The Social Social Game"

· Todd Harper "Gender and sexual identity game project"

· Clara Fernández-Vara "Aunt MeeMaggi's Cleaning School"

· Mark Sullivan "Softbody Physics"

· Matt Weise "Narrative Design"

· Andrew Haydn Grant "Human Trainer AI"


11:15 Break


11:30 Owen Macindoe, Singapore-MIT GAMBIT Game Lab: "Cooperative planning for AI in games"
12:00 Li Zhuoru, National University of Singapore: "Context-sensitive Markov Decision Processes"
12:30 Bai Haoyu, National University of Singapore: "Planning and Decision Making under Uncertainty in Complex Worlds"


13:00 Lunch


13:45 Fredo Durand, MIT / CSAIL: "Volumetric shadows, motion blur and depth of field."
14:15 Nguyen Thi Nhat Anh, Nanyang Technological University: "Interactive multi-view image segmentation"
14:45 Shu Ke, Singapore Management University: "K-Sketch: A simple animation tool using in game design"
15:15 Konstantin Mitgutsch, Singapore-MIT GAMBIT Game Lab: "Afterland Revisited. A theory-based game development research circle"


15:45 Break

16:00 Jason Haas, Education Arcade / MIT Scheller Teacher Education Program :"The More We Know: Inside NBC News' iCue, and Why It Didn't Work"

16:30 Singapore-MIT GAMBIT Game Lab Alumni panel

· Mark Sullivan (Singapore-MIT GAMBIT Game Lab)

· Sharat Bhat (Fire Hose)

· Genevieve Conley (ImaginEngine)

· TBA


17:15 Closing Keynote: Jeff Orkin (MIT Media Lab / Cognitive Machines) "Next Generation A.I. & Gameplay: Big Data, Big Opportunities"

18:15 GSS 2011 Game Over




Friday 5/20/11 - Jibe demo from ReactionGrid

Jibe by ReactionGridFriday Games at GAMBIT is ending for the semester, we'll see you in the fall. To end the series, we have a guest presentation from Chris Hart (CTO) and John Lester (Director of Community Development) from ReactionGrid! They will be presenting a live demo and overview of Jibe, focusing on how it can be used by game developers interested in creating multiuser 3d environments.

The talk will start at 4pm Eastern Time at the Singapore-MIT GAMBIT Game Lab, and will be simultaneously livestreamed at http://gambit.mit.edu/live.

Here are some more details about Jibe and what you can expect from the talk:

Jibe is a multiuser virtual world development platform from ReactionGrid. The Jibe platform is an extensible architecture that uses a middleware abstraction layer to communicate with multiple backend systems (currently SmartFox & Photon) and frontends (currently Unity3D, ready for WebGL). Current deployments of Jibe worlds utilize the Unity3D web plugin, with iOS and Android support under development.

Additional features include customizable 3D avatars, private/public text chat, Vivox voice integration, hooks for Augmented Reality/SCADA/robotics/telemetry applications, a built-in registration database, detailed logging of inworld events and user tracking, and the ability to integrate with preexisting user registration systems (including FacebookConnect). Jibe platforms can be hosted by ReactionGrid or deployed on your own servers.

Friday Games 5/13/11 - Super Mecha Giant Robot Inertia

18-meter tall Gundam in Odaiba, Tokyo"You're not gonna believe this, but it was a giant... metal... man." - The Iron Giant (1999)

Mecha. Mobile suits. Armored troopers. Vertical tanks. Giant freakin' robots. This Friday, we'll have a look at how some games turn weightless 3D polygons into hulking, lumbering giants. Specifically, we'll look at inertia: a giant robot at rest tends to stay at rest, a giant robot in motion tends to stay in motion. Combine that with unusual points-of-view, control schemes, and positional play for ten-storey tall experiences.

Join us at 4pm at the Singapore-MIT GAMBIT Game Lab, or watch the live stream at http://gambit.mit.edu/fridaygames!

Student Games in Lobby 10 today

standoff.jpgFrom 1pm to 4pm, students from CMS.611J/6.073J Creating Video Games will set up their final semester projects for public play in Lobby 10, right under MIT's Great Dome.

This past Spring, students were challenged to design games with the themes "Mexican Standoff" and "Australia". The teams responded with a large variety of projects, including iOS apps, text adventures, multiplayer games and single-player games.

Creating Video Games is an MIT class that introduces students to the complexities of working in small, multidisciplinary teams to develop video games. The joint Computer Science/Comparative Media Studies class covers creative design and production methods, stressing design iteration and regular testing across all aspects of game development (design, visual arts, music, fiction, and programming).

Friday Games 5/6/11 - 3 Perspectives on Ikaruga

ikaruga1.jpg

This Friday is all about Treasure's acclaimed Ikaruga. Part "bullet-hell" style shmup, part puzzle game, Ikaruga is an extremely difficult and intense experience.

But of course, for some of us at GAMBIT the game is about much more than dodging bullets and scoring points. This Friday Matt Weise, Mark Sullivan and Jason Begy will each share their own perspectives on the game: what it means, why it matters, and why it's art.

Video Games 101: Today, 6pm, MIT Museum

5170201717_a46e97c035_m.jpgHopefully you've been enjoying the Cambridge Science Festival as much as we have. After the success of our open house Saturday, now we move over to the MIT Museum for an event showcasing the local game industry.

For SCIENCE!



Video Games 101

Thursday, May 5, 6-8:30pm
MIT Museum @ 265 Massachusetts Ave
Teenage and older.

6pm - Recess
Our team of "professors" are ready to answer your questions! Play games and demonstrations from Owlchemy Labs, Fire Hose Games, Gradient Studios, SCVNGR, Zynga - Boston, the MIT Media Lab, and the Singapore-MIT GAMBIT Game Lab. Also look for other pros wandering the halls.

6:45pm - First bell
Classes begin as our experts give short talks about different aspects of video game development.

Brain Surgery: Artificial Intelligence in Video Games
Damian Isla, Moonshot Games

Design: Collaboration
Dean Tate, Harmonix

Graphic Visualization: The UI Art of Dance Central for the Kinect
Adam Carriuolo, Harmonix

Psychology: Causing Fear and Anxiety through Sound Design in Video Games*
Ahmed Abdel-Meguid, 38 Studios

7:45pm - Pop Quiz: Question & Answer session
Damian Isla, Dean Tate, Adam Carriuolo, Ahmed Abdel-Meguid

8pm - Study Hall
Last chance to play games or talk to professors before the final bell.

8:30 - School's out.

* This talk uses examples from a video game rated Mature for Blood and Gore, Intense Violence, and Strong Language.

GAMBIT Game Lab Open House: Today, 11am-4pm

Come Into Our House (Afterland)Today, the Cambridge Science Festival kicks off with the MIT Open House. For one day only, MIT is throwing open its doors to the public to show off all the geektacular goings-on. Tons of activities will be available for your edification and entertainment, and we at GAMBIT are of course doing our part.

For SCIENCE!



GAMBIT Game Lab Open House

Saturday, April 30, 11am-4pm
5 Cambridge Center, 3rd Floor
All ages

Haven't been to the GAMBIT lab in Kendall Square yet? Well why on earth not? Come play and learn about our latest research at this family friendly event.

"But wait," I hear you cry. "I don't just want to play games, I want to help with SCIENCE!" Glad to hear it, because you can do both. We'll be recruiting guinea pigs helpful volunteers to play and discuss board games, video games, and board games that will someday be video games. Drop by the lab to join one of our many focus groups and playtesting sessions we'll be holding throughout the day.

This event is part of the MIT Open House, with hundreds of activities sponsored by MIT departments, labs, and student groups. MIT hasn't opened its doors to the public like this since the 70s, so this is a rare treat. Bring the whole family. It will be nerdtastically awesome.

Friday Games 04/29/11 - Digital Baseball Mechanics

Pitching-Pathology.jpg

With the popularity of the Wii and the release of Kinect and Playstation Move, a lot has been made in the past year about kinesthetics and mimetic interfacing. While the sports simulations may seemingly close the gap between skill and lack, believe me if I could actually hit a curveball I wouldn't be in front of the tv! For many of us, the controller still affords greater freedom of interaction, and greater control of actions in simulated sports games.

This years baseball sim for the PS3, MLB 11: The Show, exhibits some truly excellent interface design for the hitting and pitching mechanics, building on a long forgotten feature of the last generation of EA baseball titles. I'll talk about how the game is played through the standard Playstation controller, we'll talk a bit about standard baseball (non-digital) mechanics, and we'll explore how the thumbstick interface for pitching and hitting in MLB 11: The Show is a great analog for the motion and strategy involved in the real life skills.

We are also streaming our Friday Games series now. So if you aren't in Cambridge, tune in here tomorrow, Friday April 29th, at 4:00PM.

Video Games at the Cambridge Science Festival

Little girl plays Symon at PAXAh spring. The birds are singing, the flowers blooming, and a young person's heart turns to thoughts of... no, that's something else. Let's try that again.

Ah spring. The birds are angry, the flowers come with a tilt sensor, and a young person's heart turns to thoughts of SCIENCE!

Yes, friends, it's time for the annual Cambridge Science Festival, and we at the Singapore-MIT GAMBIT Game Lab are celebrating our favorite topic, video games. We've got a pair of events coming up this week, the GAMBIT Open House on Saturday and Video Games 101 the following Thursday. Both are free and open to the public (details below).

Lab coats optional, but we'll be wearing ours.

For SCIENCE!



GAMBIT Game Lab Open House

Saturday, April 30, 11am-4pm
5 Cambridge Center, 3rd Floor
All ages

Haven't been to the GAMBIT lab in Kendall Square yet? Well why on earth not? Come play our games and learn about our latest research at this family friendly event. For those interested in participating in video games research, we'll be running sessions throughout the day. These lucky lab rats will be a part of focus groups to study... well, if we told you what we were studying, it would ruin the experiment. Trust us, it'll be cool.

This event is part of the MIT Open House, with hundreds of activities sponsored by MIT departments, labs, and student groups. MIT hasn't opened its doors to the public like this since the 70s, so this is a rare treat. Bring the whole family. It will be nerdtastically awesome.



Video Games 101

Thursday, May 5, 6-8:30pm
MIT Museum @ 265 Massachusetts Ave
Teenage and older.

Ever wonder where video games come from? For some games, the answer is Boston.

Not wanting to keep the love to ourselves, the Singapore-MIT GAMBIT Game Lab has reached out to our friends in the area to help put together an evening featuring local game companies and their work. We've got folks from Harmonix, Moonshot Games, SCVNGR, 38 Studios, Owlchemy Labs, Fire Hose Games, Zynga - Boston, Gradient Studios, and of course GAMBIT, ready to thrill you with their stories of the harrowing world of video game development. Playtime starts at 6pm with tables of games and demos, then break for a series of talks by local experts from 6:45-8pm. Game on!

Friday Games 04/22/11 - A History of eSports

gomtv_studio.jpg

This week at Friday Games Owen Macindoe will lead a discussion on the history of eSports, the viability of pro gaming in the west, designing games as eSports, and the presentation of eSports in Korea and the west.

Owen says:

"Over the last ten years in South Korea, Blizzard Entertainment's Starcraft: Brood War has drawn crowds of as many as 100,000 spectators to watch players compete at the highest level of competition for prizes of up to US$50,000.

An entire industry has developed in Korea around competitive video gaming, also known as eSports, with professional gamers able to make a living from tournament winnings and sponsorship deals in a manner comparable to regular athletes, and with matches screening on prime time television. Large, competitive video game tournaments have also existed in the western gaming circles for more than 20 years and international tournaments with large cash prizes have existed for more 10, but eSports has yet to have the impact in the west that its has enjoyed in Korea.

Driven by the release of Starcraft 2 in July 2010, the visibility of eSports in the west has dramatically grown over the past year, with the number of tournaments and the size of the prize pools involved reaching a level that matches the Korean scene. The recently launched North American Star League and the upcoming IGN Pro League, both inspired by Korean Starcraft leagues, are the latest in a series of high profile tournaments that aim to both grow the audience of eSports and make pro gaming a viable profession in the west.

Cottage industries of commentating on games, coaching aspiring players, and streaming matches from a first person perspective have recently also become viable means of supporting pro gamers. It seems like after many years of languishing in relative obscurity, eSports is finally poised to break through into the mainstream in Europe and North America."

Join us at 4pm in the GAMBIT lounge. As always there will be cookies and veggies.

Save the Date: Video Games at the Cambridge Science Festival

Kids playing PierreAs part of the Cambridge Science Festival, your favorite mad scientists over at the Singapore-MIT GAMBIT Game Lab have put together a pair of nifty video game events. Both are free and open to the public (details below).

In particular, we'd love to see local game industry folks at the Video Games 101 event. If you'd like to represent, ask for Marleigh when you get there. She'll hook you up with a handcrafted name tag, made with the finest inks the Sharpie company has to offer, identifying you as extra special and willing to answer questions about video games.

For SCIENCE!



GAMBIT Game Lab Open House

Saturday, April 30, 11am-4pm
5 Cambridge Center
All ages

Haven't been to the GAMBIT lab in Kendall Square yet? Well why on earth not? Come play our games and learn about our latest research at this family friendly event. For those interested in participating in video games research, we'll be running sessions at 11am, noon, 1pm, 2pm, and 3pm. These lucky lab rats will be a part of focus groups to study... well, if we told you what we were studying, it would ruin the experiment. Trust us, it'll be cool.

This event is part of the MIT Open House, with hundreds of activities sponsored by MIT departments, labs, and student groups. MIT hasn't opened its doors to the public like this since the 70s, so this is a rare treat. Bring the whole family. It will be nerdtastically awesome.



Video Games 101

Thursday, May 5, 6-8:30pm
MIT Museum @ 265 Massachusetts Ave
Teenage and older.

Ever wonder where video games come from? For some games, the answer is Boston.

Not wanting to keep the love to ourselves, the Singapore-MIT GAMBIT Game Lab has reached out to our friends in the area to help put together an evening featuring local game companies and their work. We've got folks from Harmonix, Moonshot Games, SCVNGR, 38 Studios, Owlchemy Labs, Fire Hose Games, Zynga - Boston, and of course GAMBIT, ready to thrill you with their stories of the harrowing world of video game development. Playtime starts at 6pm with tables of games and demos, then break for a series of talks by local experts from 6:45-8pm. Game on!

Friday Games @ GAMBIT 04/08/11 - A Look Inside Slam Bolt Scrappers

We've got an unusual Friday Games this week. Local developer Firehose, itself started by ex-GAMBIT folks, is going to drop by and talk a little bit about the development of their new PSN game Slam Bolt Scrappers.

Slam Bolt went through several iterations before arriving at its final design. Sharat Bhat, one of the GAMBIT alums who worked on Slam Bolt, will be be coming to the lab to show some of early, rejected prototype mechanics for the game and discuss why/how they were changed.

If you'd like to see how radically a game can change from initial concept to final polish, come by the GAMBIT lounge Friday at 4pm, where Sharat will be showing some early builds before we all play the final version.

Friday Games 04/01/11 - Retro Remake Revolution

Today's Friday Games is all about RETRO REMAKES, when people take classic games and try to "update" them for today's audiences while still retaining a certain "classic" feel. We will show examples of games, past and present, that have been remade, and discuss how what has been changed (and what hasn't) says about how games are transforming.

Official Remakes:

Castlevania: Harmony of Dispair
Contra: Hard Core Uprising
Bionic Commando Rearmed

Fan Remakes:

Zelda II: The FPS
Donkey Kong
...and more

As always it's at 4pm in the GAMBIT lounge. Cookies!

Friday Games 03/25/11 - A History of TETRIS

This week's Friday Games will be a history of Tetris! We will play many versions of the world famous game, charting its tangled history from its inception at the Soviet Academy of Science in 1984, through its contested 80s variants, to its polished Nintendo incarnations, concluding with its endless fan-made, parody, and/or art piece proliferations that can be found all over the Internet today.

Be in the GAMBIT lounge at 4pm. We will actually be starting with a short documentary about the copyright war over Tetris before jumping right into the games.

There will be cookies (but they will be round, sorry).

Friday Games 03/18/11 - A Brief History of Ninjas


This week's Friday Games will be a look at video game ninjas, past and present. We'll look at early games involving ninjas and show how they have evolved throughout the past 20 odd years, beginning with some truly wacky examples such as "Ninja Golf"!

As always, things start at 4... but feel free to arrive late. It's casual.

Game List:

- Ninja Scooter Simulator
- Ninja Golf
- Legend of Kage
- Shinobi
- Goemon
- Ninja Gaiden
- Tenchu
- Shinobido

- and others...

4/9-4/10/2011: Cardboard Jam at GAMBIT

Boston Game Jams logoOur friends at Boston Game Jams are organizing a non-digital (that is, board game and card game) design jam at the GAMBIT labs during the weekend of April 9th and 10th.

From Darren Torpey, organizer of Boston Game Jams:


Hi jammers!

... and now for something completely different! Wait for it... wait for it... Cardboard Jam! We're gonna make non-digital games this time. With our hands! In just two days!

We'll make card games, board games, etc. -- any style of game that doesn't involve a computer.

We'll get to rapidly iterate on our concepts, playtest each others' games, and even welcome those who excel in design and/or people skills but lack (relatively speaking) in technical skills. It's gonna be grand.

Bring your friends! Especially those who've said "game jams sound cool but I can't code" or the like. No coding required -- no computer tools needed -- nothing but a desire to collaborate with others to make an experimental game from start to finish, in a weekend.


Full info is on the announcement post on the website


RSVP is required!

Friday Games @ GAMBIT 02/25/11 - Diamonds and Dragons III: NBA 2K11

In 1986, during game 2 of the NBA's first round of playoffs, Michael Jordan scored 63 points in an overtime win against the then dominant Boston Celtics. Celtics superstar and hall-of-famer Larry Bird was quoted after the game " I don't think anyone is capable of doing what Michael has done to us... He is the most exciting, awesome player in the game today. I think it is just God disguised as Michael Jordan."

NBA 2K11 is a critically acclaimed basketball simulation. It is also the first time since 1993 that Michael Jordan, incontrovertibly the greatest basketball player to have ever tied up sneakers, has been a playable character. Of particular note in the game is the feature titled "The Jordan Challenge" in which players are invited to re-enact important moments from Jordan's record breaking career.

Leading us on our spiritual quest through the perilous landscape of sports video games will be Abe Stein, GAMBIT's resident Frat Guy/Jock sympathizer. This week we'll take a look at 1993's NBA Showdown, the last time you could play as Jordan before this years NBA 2K11. We'll also look at "The Jordan Challenge" and talk about how narrative elements are incorporated into the basketball simulation through historical reenactment. We might also take a look at some fan videos that has been created with the game that honor His Greatness, Michael Jordan.

Special Friday Games Series - "[REDACTED]" Censoring Game Politics

Politics is not a topic normally discussed in relation to game rating systems, but censorship of political content--mostly in the form of political symbols--is quite common. Nazi imagery, for example, has a long history of being censored, both in Germany and elsewhere. Exactly why is such political content censored? Whom is it intended to protect? Who is censoring it? What obligation do commercial game makers have to comply with prevailing political views? What are the consequences for not doing so? And what effect does this back-and-forth have on the political imagination of gaming culture?

Games discussed will include:

Bionic Commando
Wolfenstein
Indiana Jones
Death to Spies
Metal of Honor (2010)
Six Days in Fallujah
First-Person Victim
Tropico
Shadow Complex
Metal Gear

"[REDACTED]" - Censoring Game Politics is part three of a running discussion series on censorship in video games. Konstantin Mitgutsch, one of our visiting scholars, is a member of PEGI, the European games rating board. He wants people from local Boston industry, academia, and journalism to come and discuss various topics of game censorship - namely violence, sex, and politics - for a report he is currently compiling for PEGI. The goal of the report is to suggest changes to the current rating system.

This session will take place in GAMBIT between 4 and 7 pm (coming late is okay) on Friday 2/18 (today!). It will begin with Konstantin giving a little context for his report, how game rating systems currently work, etc. Then we will play a series of games and discuss them while we play. The goal is to capture the conversation. While it is happening, a small camera crew will be filming. The video will later go up on the GAMBIT website as part of our normal video series, but the video will also be used for reference for Konstantin's report.

There will be cookies.

Special Friday Games Series - "Behave!" Censoring Game Sex

Depictions of sex have a long history of being controversial in any medium, and this Friday we are going to take a look at, discuss, and even *play* some examples from the history of video games. How has this evolving medium depicted the sex act, both visually and interactively, and how has this been shaped by the rise of game rating systems, both in the U.S. and in other parts of the world? Why do some people find these games even more objectionable than similar depictions in movies, and how are game makers responding to these objections as gaming demographics skew more and more adult?

Games will include (among others):

Custer's Revenge
Leisure Suit Larry
Grand Theft Auto
Indigo Prophecy
Fable
Dragon Age
UTE

"Behave!" - Censoring Game Sex is part two of a running discussion series on censorship in video games. Konstantin Mitgutsch, one of our visiting scholars, is a member of PEGI, the European games rating board. He wants people from local Boston industry, academia, and journalism to come and discuss various topics of game censorship - namely violence, sex, and politics - for a report he is currently compiling for PEGI. The goal of the report is to suggest changes to the current rating system.

This session will take place in GAMBIT between 4 and 7 pm (coming late is okay) on Friday 2/11. They will begin with Konstantin giving a little context for his report, how game rating systems currently work, etc. Then we will play a series of games and discuss them while we play. The goal is to capture the conversation. While it is happening, a small camera crew will be filming. The video will later go up on the GAMBIT website as part of our normal video series, but the video will also be used for reference for Konstantin's report.

There will be cookies.

Special Friday Games Series - "Die!" Censoring Game Violence


What are the real differences between the US and European rating systems? Why are game ratings more content than context related? After a short intro we will look at examples that illustrate such questions, and how they seem to fail certain kinds of violent games. How can an age rating system reflect context, not just content? What makes violence truly horrible, as opposed to comical?

"Die!" - Censoring Game Violence is part of a running a discussion series on censorship in video games. Konstantin Mitgutsch, one of our visiting scholars, is a member of PEGI, the European games rating board. He wants people from local Boston industry, academia, and journalism to come and discuss various topics of game censorship - namely violence, sex, and politics - for a report he is currently compiling for PEGI. The goal of the report is to suggest changes to the current rating system.

The discussion will take place in GAMBIT between 4 and 7 pm (coming late is okay) over three Friday's in a row beginning on 2/4. They will begin with Konstantin giving a little context for his report, how game rating systems currently work, etc. Then we will play a series of games and discuss them while we play. The goal is to capture the conversation. While it is happening, a small camera crew will be filming. The video will later go up on the GAMBIT website as part of our normal video series, but there video will also be used for reference for Konstantin's report.

There will be cookies.

EXTINCTION - Global Game Jam 2011, Day 2

In my last post, I gave the pitch titles for the games and wondered if anyone could figure out the theme based on them. Our theme is: EXTINCTION. Which is oddly dark considering we got the theme after seeing Keita Takahashi's, um, inventive keynote. Which I am now allowed to show you:

Later tonight, I'll post the games. I've been able to play a few of them today, and I must say I am impressed by the level of quality and quantity that our jammers have maintained this year!

For now, here are some quick photos I took while I tried to stay out of the jammers way. We'll post more to our Facebook and Flickr pages after the Jam.

GGJ11 - The Aftermath of Prototyping Non-digital GamesThe Aftermath of Prototyping Non-digital Games


Not all non-digital board games use a board! Some use a napkin. And plates. And ice.Not all non-digital board games use a board! Some use a napkin. And plates. And ice


GGJ11 - Prototyping a Digital Game (and designing levels)Don't disturb the level designer!


Makin' Art! Programming. Art. Audio. (Design). With these things, games you can make.

Looking at computer screens, deeply.


Some of our games have their own Twitter feeds. Try these: @twitapocalypse and @savepunk

Our stream is still live, tune in now to watch the activity increase until the 3PM turn in time and from 3:30pm until 5:00pm when we'll be presenting all of our games.

Replays from last week's StarCraft 2 tournament

sc2tourney.jpg

Wrapping up last week's StarCraft 2 map-making course and 2v2 tournament on the new maps, we've now collected all the replays for anyone who wants to take a closer look at the action earlier in the week. There was also a livecast of the tournament with commentary. Unfortunately, I kept forgetting to hit "record" and as a result, most of them are lost to the aether, but the portions that were recorded can be viewed on the Ustream page.

Thanks to Owen Macindoe who helped to pair off all the teams between rounds and make our first StarCraft 2 tournament run really smoothly. Kudos must also go to Jason Begy and Michael Lin, who made the new maps with Owen and I. Of course, special thanks to Sean Plott for Skyping in twice in the week and giving us lots of valuable feedback. Rik Eberhardt and Mike Rapa put in a huge amount of work getting two dozen machines set up with SC2 way ahead of time. Finally, a big thanks to the participants of the tournament, who made themselves willing subjects for our deranged cartography. We hope you had lots of fun, and let's do it again soon!

Download the replays here!

The Global Game Jam 2011 at GAMBIT - Day 1

We are live from now until midnight, and will be back online at 9am tomorrow morning!

The day started at 5pm with the following keynote, given in unimitable fashion by Keita Takashi (star creator of Katamari Damacy and Noby Noby Boy). I'll post the keynote and the theme to the Jam tomorrow, once it's been made public for all of the other Jam sites.

We have 60 people participating, and after 4 hours of conversation and ideation, we settled into 13 teams making 14 games.

Here are their unofficial codenames. Can you guess the theme?


  • I <3 Humans

  • Unlearn

  • Human Chains

  • Game of Unlife

  • Ice Breakers

  • @TwitApocalypse

  • Keep Earth Habitable

  • Save the Music

  • Extinction of Light

  • The Last Honeybee

  • Strut

  • Reverse Space Invaders

  • Ice Age Cleanup Crew

  • Gorilla Scavenger Hunt

I'll be moving our roaming camera between the 7 rooms of activity as the weekend continues, as well as post photos and updates on the progress of these games.

Thanks for today's event goes to the following people who've given me support for organizing this event:

Generoso Fierro: for shooting video, meal planning, and general advice
Mike Rapa: for setting up the lab
Philip Tan: for finding our 2009 and 2010 games and showing them off
Mari Miyachi: for taking pictures
Clara Fernandez-Vara: for taking pictures and help wrangling the jammers
Courtney Stanton: for help wrangling the jammers and keeping them on target
Darren Torpey: for sending people (sponsors/press) my way
Alex Schwartz: for also sending people my way

and of course, thanks to the global organizers for the Global Game Jam:
Ian Schrieber
Foad Khosmood
Gorm Lai

Friday Games Cancelled for Global Game Jam

There will be no Friday Games today because of the Global Game Jam, which begins at 5pm and runs all weekend here at the lab. However, even if you are not participating in the GGJ (which requires pre-registration), you are welcome to come to the kick-off.

The Global Game Jam is a worldwide event where groups of people get together and make games in a single weekend. The games are usually very bizarre and experimental because of the short time frame. Also, not everyone who participates is a professional game maker. It's an event that welcomes all sorts of people.

Things begin at the normal Friday Games time, at 4pm, when we'll have last years GGJ games available to play in the lounge. So if you'd like to see what all the fuss is about, be sure to drop by!

Game of the Week is BACK!

Hey folks,

GAMBIT is back with another edition of the "Game of the Week" highlighting each of our 2010 Summer games over the next six weeks. The schedule for the series is:

Jan. 31 - Feb. 4: Symon
Feb. 7 - Feb. 11: Poikilia
Feb. 14 - Feb. 18: Elude
Feb. 21 - Feb. 25: Afterland
Feb. 28 - Mar. 4: Yet One Word/Seer
Mar. 7 - Mar. 11: Improviso

On Monday of each week, a new video exploring the origins and processes of developing each project will be posted. Each following day, posts featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!

To kick things off, and to get you excited, please enjoy our Phil Collins inspired teaser trailer for this years series! See you on Monday!

Presenting our new Starcraft 2 maps!

Our team of Starcraft map-makers has spent the past two weeks crafting these maps for today's 2v2 Tournament. We posted the rules for the tournament in our last post. Live video of the tournament (in progress today from 1pm until 6pm) is posted after the break, but first, the maps:

Aiur Floodplains
Aiur Floodplains.jpg
An island map. Note that there are two ramps up into your main base, one facing the expansion and a second facing your ally. The island expansions are small, but large enough for drops.

Bathmageddon
Bathmageddon.jpg
Mind the multiple paths around this map: through the middle, around the middle platform, or around the edge platforms. LOS blockers around your first expansion help prevent ranged units from attacking your workers.

Broad Channels

Broad Channels.jpg
Xel'Naga watchtowers allow for vision of starting points and natural expansions. Players will have to push forward to grab the expansions in the middle of the map, with high-yield minerals overlooked by two center watchtowers.

Friendobot's Space Platform
Friendobot's Space Platform.jpg
Friendobot's Space Platform is a big map with long rush distances and well protected naturals. Further expansion moves toward the middle of the map with golds in highly a highly contested middle area with more expansions off the middle platform. It also has fireworks and a few too many critters.

Hairball
Hairball.jpg
Rocky spires surround main bases and natural expansions that will require teammates to work together for effective defense. Third expansions are close to the enemy with a small 10-mineral patch blocking narrow causeways. Rich mineral fields and Xel'naga towers surround a giant hole in the center.

New Holland Island
New Holland Island.jpg
Your first expansions are close together, but watch the destructible rocks. Hold the middle, if you can.

Overhang
Overhang.jpg
Players start high above the landscape and expand their way downwards to the battlefield. Destructible rocks block alternate lanes of attack, while high-yield expansions in the center can provide another clifftop foothold for an offensive push.

Trinity Test Site
Trinity Test Site.jpg
Three teams of two battle for control of the rich central mineral fields around a crater blasted by a weapon from a long forgotten war.

Xel'Naga Void
Xel'naga Void.jpg
Two teams battle over an abandoned rich mineral field among the ruins of two Xel'Naga temples. Distances are short by air but long by ground, although clearing the central path of destructible rocks can open a direct route of attack.

Continue reading "Presenting our new Starcraft 2 maps!" »

Friday Games @ GAMBIT 01/21/11 - MOVE!

Today's Friday Games will be more of a low-key affair. We will be showing off the Playstation Move for those who have yet to experience it. The games, which range from original titles to ones that have received Move "updates", will include:

- Deadliest Catch: Sea of Chaos
- Eye Pet
- The Sly Cooper Collection
- Little Big Planet 2
- Heavy Rain

If you want to check any of these out, or watch others flail amusingly, joins us in the lounge at 4pm. As always, there will be sweets.

Friday Games Canceled for Mysterious Reasons...

Today's normal Friday Games @ GAMBIT event is canceled due to the MIT Mystery Hunt, which will be taking place in the lab.

The Mystery Hunt is a traditionally MIT event that takes place every January, where various teams around campus race to complete a series of puzzles that involve all forms of knowledge. Clues and solutions are hidden in various places around campus. The team that completes all the puzzles first wins, which is more difficult than it sounds, given that the puzzles are designed to be challenging even for the most hardened MIT student.

If you are interested in knowing more about the Mystery Hunt, or seeing GAMBIT's team, Team Unseen, in action, feel free to drop by the lab any time today.

Play StarCraft 2 this IAP!

This IAP, we're making some new maps for Blizzard StarCraft 2. Map and level design, like game design in general, requires a lot of playtesting and feedback. So if you'd like to end your IAP wreaking some terrible, terrible damage, just drop by the Singapore-MIT GAMBIT Game Lab above Legal Sea Foods in Kendall and play a couple of matches against other folks who show up. This event is open to the MIT Community.

Free Play will run from 3pm to 5pm on Monday, Tuesday and Wednesday, January 24-26, 2011. On Thursday, January 27, shit will get real: from noon to 6pm, we'll have a tournament with all the new maps, so if you want to compete, you'll probably want to show up for Free Play to get in some practice. Everyone's also welcome to join us at 4pm on Tuesday and Wednesday (Jan 25 & 26) for pro-gamer analysis of the new maps with a livestream discussion with Sean Plott a.k.a. Day[9], the 2007 WCG Starcraft Pan American Champion and host of the Day[9] Daily online show.

There is no need to sign up in advance for Free Play. However, we do have a limited number of computers and licenses, so if you're a laptop StarCraft 2 player, you might want to bring it along in case we run out of seats.

This will be a 2v2 tournament. We're hoping this will be attractive to a wide range of players at different skill levels, but it does mean that you need to enter the tournament as a 2-player team. Similarly, we're organizing it as a Swiss system tournament so that everyone participating will have plenty of matches to play, instead of getting eliminated in the middle of the day. If you can't find a teammate, showing up for Free Play earlier in the week will undoubtedly help you meet that special someone.

Joining the tournament will require advance sign-up as a two-player team. To join, just email philip@mit.edu with your Battle.net character name/character code for both you and your teammate before Wednesday, January 26. Both you and your teammate will receive and need to accept Battle.net friend requests from the tournament referees (Philip and Illykai), which will allow us to set up matches and webcast some of the matches on the day of the tournament. If you do not have a StarCraft 2 license but still wish to participate, just show up for Monday's or Tuesday's Free Play, let me (Philip) know, and we'll figure something out. For any other questions, email generoso@mit.edu.

The format for the tournament are below. We reserve the right to update the rules and format of the tournament, particularly if we have more people entering than our rules and equipment can accommodate. Tournament entrants may wish to bookmark this page for future reference.

Good luck and have fun!


Tournament Format

The tournament format will be 2v2 played entirely on maps made during GAMBIT's map-making course in IAP 2011. Teams will progress through the tournament using the Swiss system. All teams will play for all rounds of the tournament; there is no elimination.

The seeding for the first Swiss round will be decided in one of two ways depending on the number of entrants.
a) If 4 or fewer teams enter, there will be an initial 2v2v2v2 match to decide the seeding, with the winning team playing against the third-place team and the first team eliminated playing against the second place team. Results of this first round will only determine seeding and will not affect a team's tournament score.
b) If there are more than 4 teams, the seeding will be based on the highest world wide Battle.net ranking between the team's members according to sc2ranks.com. The teams will be ordered by this ranking, split in half, and seeded so that the highest ranking team of the top half plays the highest ranking team of the bottom half, and so on.

Each Swiss round will consist of a Best of 3 match. The game mode will be 2v2 Melee and the game speed will be Faster. Teams begin the tournament with a score of 0. Each team that scores 2 wins in a Best of 3 match will have their tournament score incremented by 1. For subsequent rounds, teams will be paired against other teams that have the same score, whenever possible. Teams cannot play against teams that they have played against in previous rounds.

If there are an odd number of teams, a random team each round will receive a bye, i.e. a free point without playing a round. That team will not receive a bye in any other round.

The map pool will consist exclusively of 2v2 maps designed at MIT during IAP 2011, which will be made available the afternoon before the tournament. Both teams may pick one map to remove from the map pool, with the highest-ranking team picking first. The first map of the match will then be chosen randomly from the remaining pool and each subsequent map will be chosen by the loser of the previous game.

There are no other restrictions on game settings or gaming devices. Players are free to bring their own equipment, but the tournament organisers cannot offer support for equipment from outside of GAMBIT. Players may chat freely during games, but must show courteous and sportsmanlike behaviour in chat.

Players may not look at their opponents' screens, give or receive coaching for a game that they are not playing in, or intentionally disconnect from a game. If there is an unintentional disconnect, the referees will decide the winner or arrange a rematch if the winner is unclear. No in-game observers are allowed other than the tournament referees. Players who have completed the matches are free to quietly watch other matches still in progress.

Players who wish to noisily watch matches may do so from the observer screen in the GAMBIT TV lounge. In every round, the match with the highest cumulative score of both competing teams may be webcast, barring technical difficulties.

Our IAP Activities

The Singapore-MIT GAMBIT Game Lab has several offerings scheduled for IAP, MIT's January Independent Activities Period. Generoso Fierro kicked us off in the first week and just wrapped up his Three Films By Nobuhiro Yamashita film series, and we've already blogged about the Global Game Jam at the end of the month. However, we have lots more coming up! More details (times, dates, RSVP information) can be found on the MIT IAP web site.


Want to: MAKE GAMES?

GAME DESIGN CHALLENGE: YOU'VE JUST GOT TWO STUDENTS AND A MICROPHONE
Tue-Thu, Jan 18-20, 25-27, 11am-04:00pm, NE25-375, Lecture: 11am-1pm/Lab: 2pm-4pm

Have you ever wanted to make a video game but didn't know where to start? This class will provide the tools and instruction required to create what we're calling a 'one-button audio game'. Students in the class will work in pairs to create one game using an engine created at the Singapore-MIT GAMBIT Game Lab codenamed 'Click to Speak'. As part of the challenge, the games are audio only and only using sounds produced with a simple microphone.


Want to: MAKE LEVELS?

STARCRAFT 2 MAP EDITING
Talk: Mon Jan 24, 11am-12pm
Lab: Mon Jan 24, Tue Jan 25, Wed Jan 26, 12-3pm
Day[9] Guest Discussion: Tue Jan 25, Wed Jan 26, 4pm-5pm

Enjoy StarCraft 2 but getting bored with the basic Blizzard maps? Have a great idea for a complex single-player mission, or do you just want to whip up a weird arena for your friends? GAMBIT US Executive Director Philip Tan presents a basic introduction to the StarCraft 2 Galaxy Map Editor by Blizzard entertainment. After the talk, students are invited to create their own maps on their own laptops or in the Singapore-MIT GAMBIT Game Lab.


Want to: PLAY GAMES?

PLAY STARCRAFT 2

This IAP, students will be creating maps for Blizzard Entertainment's real-time strategy game, StarCraft 2. (See "StarCraft 2 Map Editing" IAP course for details.) Play their creations and give them vital feedback while crushing your enemies! Come to the Singapore-MIT GAMBIT Game Lab above Legal Sea Foods in Kendall and play a couple of matches against other students. This IAP series will culminate on January 27th with a friendly tournament based entirely on the new maps. Good luck and have fun!

Join us at 4pm on Tuesday and Wednesday for pro-gamer analysis of the new maps with Sean Plott a.k.a. Day[9], the 2007 WCG Starcraft Pan American Champion and host of the Day[9] Daily online show!


Want to: WATCH FILM?

THE LIFE AND DEATH OF JOHN CARPENTER

As the annual "Life and Death" film symposium enters its second year we set our site on famed director John Carpenter. Through this symposium we will follow John Carpenter as he tackles most cinematic genres, meshes some of them together and even helped to kick-start a new one. From comedy, to horror, to drama, and to camp join us as we follow the directorial life and death of John Carpenter. This series is all about the films. There will be a brief introduction explaining how a particular film fits into the series, but we are mostly here to watch great movies. Candy provided, feel free to bring your dinner with you.
Web: http://michaelrapa.com/IAP/

Friday Games at GAMBIT: We'll Go Places Together

ilo-n-milo.jpgIt's 2011! We're kicking off our weekly Friday Games at GAMBIT series with a bunch of downloadable co-op games. More than inflicting twice the amount of damage, these games have some neat ideas about moving through space.

We'll fire up the following games at 4pm this Friday. Come join us in the lab!

  • Ilomilo
  • Lara Croft and the Guardian of Light
  • Trine
  • 'Splosion Man
Play games at RISD Game Show gallery opening this Thursday, January 6th at 6PM

RISD_Game_Show_poster_sm.jpg
GAMBIT Art Director Jason Beene writes:

I just wrapped up the "Making Play" class at RISD's illustration department and I have to say the students produced some amazing work! We focused on non digital games, but would never call these games "traditional"...the students tackled everything from whimsical games for younger audiences (Peter Pan, Cupcake Baking), to games centered around unique IP's like "Dante's Inferno", Pink Floyd's "The Wall", Lovecraft's "Call of Cthulhu", and "Hamlet". Some young designers even stretched the notion of gameplay to incorporate game mechanics that touch on such topics as Bipolar Disorder, and the spreading of Cholera. We had a blast and wanted to have the chance to share these unique gameplay experiences with folks outside of the classroom...

...so we invite you to join us for our unique gallery show where you can get your game on! "The Game Show" will open on Thursday Jan 6th and 6pm. You'll find us playing in RISD's illustration building on the canal in Providence...hope to see you there!

If you miss Thursday, the work will be up until the 16th.

Jamin Brophy-Warren Speaks at GAMBIT - Jan. 6th

Kill Screen Magazine editor Jamin Brophy-Warren will be making a special appearance at GAMBIT this Thursday, the 6th of January, at 6pm, to give a talk entitled "What's the Story?: The Problem of Videogame Culture".

Brophy-Warren is one of the few games journalists who straddles the cultural divide into the mainstream, and is often sought as an expert on the impact of games in a broad cultural context. He has written for the Wall Street Journal and has appeared on NPR on several occasions.

This talk is open to the public, so if you are at all interested in intelligent insights on gaming please join us in the lab at 6pm. See you then!

Update: Registration CLOSED for the Global Game Jam 2011 at GAMBIT!

The Singapore-MIT GAMBIT Game Lab will be a host site in the Boston/Cambridge area for the 3rd Annual Global Game Jam, from January 28 through 30, 2011. Other sites around the world will run game jams with similar rules and limitations, with one unique constraint at each site. This site will be creating games of all kinds: digital games for Windows, Mac OS X, and the web; and non-digital games of all types including board, card, and dice games.

How it works
A game jam is a cooperative gathering of game developers to encourage experimentation and innovation. It starts at 5pm on Friday with friendly introductions, followed by a run-through of the rules, the theme, and the constraints. Participants then quickly come up with ideas and pitch them to everyone else. Once everyone has formed or joined a team, the groups split up for further brainstorming around the idea, and reconvene in a shared workspace with the other teams to start development.

Finished games are handed in at 3pm on Sunday, after which everyone plays all the other games and votes for their favorite. The winners get kudos, and bragging rights. All finished games will be uploaded to the Global Game Jam website.

Some constraints
Participants should go home for a shower and a good night sleep in the evenings. The workspace will be closed from midnight to 9am in time for the last subway train. Breakfast will be provided on both mornings. Food will be provided for the participants by the Singapore-MIT GAMBIT Game Lab. The rules of the game jam prohibit the use pre-made content (this includes program code, audio, graphics, models, etc.) unless it was publicly available at least a month prior to the game jam. Contact Rik Eberhardt if there are any questions.

Registration
Registrants must be over at least 18 years old to participate. The jam is largely targeted at game development professionals and college students with game development experience. Participants should not plan to register as teams. The jam is limited to 50 participants, with last-minute priority for professionals. There is no fee for registration.

If space is available, participants should receive an email confirmation within a week.

Registration is now CLOSED.

Location and Timing
The game jam will be held at the Singapore-MIT GAMBIT Game Lab on the third floor of 5 Cambridge Center, Cambridge, MA. Participants should plan to arrive well before 5pm on Friday, January 28, 2011 and to participate for the full duration of the event, which should conclude by 6pm Sunday, January 30, 2011

Click here for a map

Continue reading "Update: Registration CLOSED for the Global Game Jam 2011 at GAMBIT!" »

12/10/2010: Info Session for IAP and Spring UROP opportunities, this Friday, 4pm-6pm

For undergraduates eligible for MIT Undergraduate Research Opportunities (UROP):

Would you like to make games as a UROP at the GAMBIT Game Lab during the IAP and/or Spring Semesters?

Please come to our info session on Friday, December 10th from 4-6pm in the lab TV Lounge (NE25-3rd floor)

Attendance is required if you want to work with us during IAP!

We are hiring for the following positions for either pay or credit:
Programming (most games require Flash, but work experience in Python or Java will help)
Designer
Game Studies Research

We are working on games that involve the following topics during IAP and Spring:
Artificial Intelligence
Social & Facebook Games
Games for Android OS
Audio-only Games
Adventure games
Narrative design
Educational games
Bullying

We are also looking for someone interested in researching hate speech and verbal abuse within gaming communities.

All of our UROP positions are 6-10 hours of work per week in a team environment and in the lab. You can work for credit (6-12 credits) or pay (the standard UROP rate of $9.35/hour). All positions are open to anyone eligible for an MIT UROP.

Please RSVP by emailing Rik Eberhardt and sending the following:
- Statement of interest in this UROP
- Resume
- your known schedule for IAP and/or Spring
- Research topics or position you are interested in

Attendance is required if you want to work with us during IAP! If you cannot attend but would still like to work during IAP, let Rik know.

More information about GAMBIT's UROP program.

More information about MIT's UROP program.

Friday Games @ GAMBIT 12/03/10 - Warren Spector Retrospective

In honor of Epic Mickey being released this week, we are making Friday Games a retrospective on game designer/producer Warren Spector.

Epic Mickey is the first title Spector has released since 2004's Thief: Deadly Shadows, and the first he has had a direct creative hand in since 2000's Deus Ex. Deus Ex remains one of the most critically acclaimed games in the Western gaming world, cited as a watershed moment in game design for its complex AI, open level design, and moral choices.

How does Epic Mickey stack up to Spector's ample legacy? Come to the GAMBIT lounge after 4pm to find out. We'll be playing a few of Spector's older games--including Deus Ex--to give a little context, before loading up Epic Mickey to see what all the fuss is about.

Friday Games: Dance Central

Dance Central screenshotThis Friday, we'll be playing the killer launch app for the Kinect: Dance Central! We also have a special guest for you: the game's lead designer, Dean Tate, will drop by for an informal question & answer session.

Local developers Harmonix Music Systems have yet again turned a bizarre peripheral into a must-have component of an incredibly engaging musical experience. This maintains a long-standing tradition from the PS2 network adapter in FreQuency to the keytar for Rock Band 3. We'll start dancing at 4pm, then Dean will take questions when we get to an appropriate break. We'll probably keep going as long as folks can stay on their feet. See you at the lab!

Friday Games @ GAMBIT MIT Museum 11/12/10 - GAMBIT Exhibit Grand Opening

We're gaming over at the MIT Museum tonight as part of the grand opening of the new exhibit featuring GAMBIT work. Stop by GAMBIT at 4:30 to walk over with us, or just meet us at the museum from 5:30-7:30pm for an evening of games, mingling, and museumy goodness.

Note the museum becomes free at 5pm, though the event itself doesn't start until 5:30. Feel free to come at 5pm and check out the place. There's holograms and robots and stuff to keep you entertained until the GAMBIT bit starts. Pretty neat.

Need more details? See the original blog post.

11/10/2010: Fun in the Stacks: Games, Gamers and Gaming in Libraries

Nov 10, 2010, 1pm
Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor
(Above Legal Sea Foods, Kendall Square)

nicholson.jpgThis Wednesday, we've invited Dr. Scott Nicholson to speak about the past, present, and potential futures for gaming in libraries. Libraries facilitate gaming activities as services to draw in patrons, build community, and introduce patrons to other library services. Dr. Nicholson will present the results of his studies of gaming in libraries and his conceptual and classification models for facilitated gaming experiences. This talk is open to the public.

Dr. Scott Nicholson is an associate professor at the School of Information Studies at Syracuse University, director of the Library Game Lab of Syracuse, a professional board game designer, and host of the Web video series, Board Games with Scott.

Friday Games: Vanquish and P.N.03

In 2004, Capcom funded a new independent game company known as Clover Studio. Responsible for offbeat, critically acclaimed titles such as Viewtiful Joe and Okami, the company closed after shipping the perennial GAMBIT favorite God Hand in 2007. The key creative personnel went on to start Platinum Games, which clearly picked up the torch for remarkably stylish games, such as MadWorld and Bayonetta.

With this pedigree of mold-breaking innovation, what could have possessed them to develop... a space marine third-person shooter? At first glance, Vanquish doesn't really seem like a terribly novel concept. (Spoiler: A soldier in power armor shoots lots of robots.)

This Friday, we'll look at Vanquish against another Capcom game, one that predates Clover Studio but was developed under the direction of Clover's Shinji Mikami. P.N.03 was considered by many critics to be the worst (released) game of the Capcom Five, a series of Gamecube exclusives. Audience expectations for a blistering third-person shooter like SOCOM or Oni were confounded by P.N.03's tank-like controls, lack of guns, and emphasis on timed dodging and room-clearing scores. However, the game bears more than a passing resemblance to Platinum Games' latest outing, and by playing the games back-to-back, we talk about the ideas that survived or morphed in the 7 years between both titles.

4 to 5pm at the Singapore-MIT GAMBIT Game Lab. There may be jokes about MIT graduate students.

GAMBIT Exhibit Grand Opening

2010 Summer Game Avatars, MIT Museum ExhibitCome one, come all to the Grand Opening of the GAMBIT exhibit at the MIT Museum!

Date: November 12th
Time: 5:30-7:30pm
Place: MIT Museum, 265 Massachusetts Ave, Cambridge MA
Admission: Free

In October, the MIT Museum opened an exhibit featuring our humble lab. Visitors can learn about GAMBIT processes, play the 2010 summer games, or even participate in research with Pierre: Insanity Inspired.

On November 12th, the museum is throwing open its doors for a celebration of GAMBIT research. GAMBITeers past and present will show off their work, combining the traditions of entertainment software with cutting edge research. Executive Director Philip Tan will give a lecture--short and snappy, he promises--about game development at MIT. And as always, playable GAMBIT games will be available to amuse, engage, and enlighten our guests.

Bring your questions and your curiosity as you learn how fun and games are not just... well, you get the idea.

Full schedule

Friday Games @ GAMBIT 10/29/10 - Retro Horror Halloween


It's Halloween, and this week's Friday Games will be a history lesson in gaming horror.

Horror games depend heavily on *atmosphere*, on creepy sounds and visuals that draw you into an unsettling world. Video games from the 80s and early 90s--in other words, before so-called "immersive" 3D graphics and digital audio--had very limited means to create mood. Today we'll look at several games that attempted to do so, and discuss what it means for a game to be "scary" or simply just a collection of horror-themed tropes.

Be in the GAMBIT lounge at 4pm. There will also be a room dedicated to Left 4 Dead multiplayer for those of you who just want to shoot zombies.

Game List:

- Metroid/Super Metroid (inspired by Alien, about being alone)
- The Silent Debuggers (also inspired by Alien, prefigures "survival horror")
- Castlevania II (day/night cycle)
- Splatterhouse (early use of gore)
- Uninvited (haunted house adventure game)
- Sweet Home (haunted house RPG)
- Clock Tower (psychological state as gameplay)
- Shadow of the Comet (Lovecraftian adventure game)
- Zombi (inspired by Dawn of the Dead, prefigures Resident Evil)
- Resident Evil Gaiden ("reverse engineering" of survival horror)

NOTE: We will not play the text adventure classic The Lurking Horror because there is a special Halloween event organized around it Sunday at MIT.

GAMBIT's Jason Begy and Generoso Fierro to Interview MST3K/Cinematic Titanic Creators at CMS Colloquium on 10/28/10

Join GAMBIT's Jason Begy and Generoso Fierro, the night before beloved movie-riffers of Mystery Science Theater 3000 bring their live version, Cinematic Titanic, to the Wilbur Theater in Boston. Trace Beaulieu and Mary Jo Pehl will discuss their work and how MST3K prepared them for Cinematic Titanic.

In December of 2007, Joel Hodgson and Trace Beaulieu, two of the creators of Mystery Science Theater 3000, assembled many of the original members of that cult TV phenomenon to form Cinematic Titanic, a live and DVD version based on their original formula of riffing on terrible movies. The actors essentially play themselves as they participate in an experiment for some unknown, possibly shadowy corporation or military force. The story currently provided to the cast is that there is a tear in the "electron scaffolding" that threatens all digital media in the world. Their experience doing MST3K is key to the organization's plans. Two of the cast will discuss their thoughts on producing Cinematic Titanic which is coming to Boston on October 29th at the Wilbur Theater.

The CMS Cinematic Titanic Colloquium will be on Thursday, October 28, 2010 at 5PM in Room 54-100 at MIT. The event is free and open to the public.

CMS COLLOQUIUM PAGE FOR EVENT

Interactive Fiction Playing Group's Halloween Event: The Lurking Horror

After the success of our previous events, the People's Republic of Interactive Fiction will host a special playing session event on Halloween. IF you're in the Boston area, come and play!

The People's Republic of Interactive Fiction Presents a Special Halloween Event The Lurking Horror Sunday October 31st, 2 - 5 pm MIT Campus: Building 4 Room 145.

Lurking_Horror_box_art.jpg

Get ready for Halloween and come to play The Lurking Horror, an interactive fiction piece that brings Lovecraftian horrors to G.U.E. Tech, a fictional version of MIT. Dave Lebling, author of The Lurking Horror and Zork, also an MIT alumn, will join us as we fight the creatures of the Unspeakable . After playing, we will offer a tour of the different locations in the game.

If you have not played interactive fiction (a.k.a. text adventures) before, this is your chance to learn the basics. If you already know how to play, come and experience how fun it is to play interactive fiction with a room full of people. If you've heard the call of Cthulhu, this is the place to be.

The event will also be broadcast online

You can get more information on the event and other Interactive Fiction related activities at http://pr-if.org/

Friday Games @ GAMBIT - Cute Overload!

KirbysEpicYarnLogo.jpg

This Friday at GAMBIT, come join a tight knit group of us who are going to play a real purl of a game: the newly-released Kirby's Epic Yarn! Not only is this game sew darn cute, it's guaranteed to put a stitch in your side, and we're in no way trying to pull the wool over your eyes. Sewing and knitting puns aside, drop by and see just what is it in the fabric (sorry) of this and other ultra-adorable games that makes playing them so much fun. Drop by the GAMBIT lounge around 4:30 for Kirby, A Boy and His Blob, a little cosplay in Costume Quest or Pocket Fighter, and more!

Harmonix Co-Founder Eran Egozy to speak at MIT on Thursday Oct 21st

On Thursday October 21, 2010 at 7PM in room 32-123 at MIT will be a free lecture by Harmonix Founder, Eran Egozy. An MIT Graduate, Eran Egozy co-founded Cambridge, MA based Harmonix Music Systems with fellow MIT alumnus Alex Rigopulos. Harmonix is an interactive computer music company specializing in the development of real-time music generating computer programs for the entertainment industry. Amongst the many games created at Harmonix are the immensely popular Guitar Hero and Rock Band. The lecture is open to the general public. Click here for the MIT location of the lecture. The event in being co-sponsored by The Founder's Journey at MIT.

Friday Games @ GAMBIT 10/15/10 - FUN FOR THE WHOLE FAMILY

It's "Family Weekend" at MIT, which means it's the time of the year when parents
and relatives of students come to visit and see just what happens at MIT. What's
happening at GAMBIT is the return of BEMANI RHYTHM GAMES, crazy Japanese games
about music and dancing. Bonkers!!

In the GAMBIT Lounge after 4pm.

Para Para Paradise
Beatmainia
Guitar Freaks
...and more!

Abe at IndieCade: Day 2

Hey everyone. I know it is getting late on east coast time, but after a full day today I wanted to check in and give some updates about what is going on out here at the IndieCade conference.

I have been preoccupied with this question "What is Indie?" all weekend, and today was great as it seemed to be tangentially addressed by a bunch of talks.

John Sharp, Frank Lantz, Brandon Boyer and Rich Lemarchand lead a talk called "Punk Rock, M***** F*****" which examined ties between the punk rock musical and cultural movement and this seemingly new wave of indie game development. It was a rambunctious, hotly contested, and very lively discussion with tons of audience involvement and a great setting in a bar. Punk was so much about embracing alienation and being subversive, and I think some indie developers are working in that space. It seems, however, that indie developers want to create subversive works and be embraced all the while, having their cake and eating it too.

Colleen Macklin lead an interview of John Romero talking about his Romero Archive. I think this confronted some of my questions about indie classification, largely because Romero is an iconoclast who has both enjoyed commercial success and created subversive, culture challenging works.

Finally Brenda Brathwaite delivered an absolutely heart-breaking/warming keynote to which I cannot do justice in text. It reminded me that subversion is not inherently destructive. Confronting established norms can be for good, not just change for its own sake.

I've got so much to think about and I already know that this trip will inspire my own work. Right now I feel as though I am standing in front of a blank canvas, with paint all over my hands, and I just need to find the courage to start touching.

more to come
-a

GAMBIT @ MIT Museum

Greetings! We have made some games for you!

Poikilia - Colors, Mazes, Comics

Symon - Dreams, Puzzles, Change

Afterland - Collecting, Jumping, Expectations

Seer - Light, Truth, Ducks

Yet One Word - Reflection, Clouds, Typing

elude - Singing, Birds, Depression

Improviso - Movies, Aliens, Artificial Intelligence

Pierre: Insanity Inspired - Dodging, Collecting, Rudeness



Thanks for visiting the GAMBIT exhibit at the MIT Museum.

You did already visit the exhibit, right? You're not just stumbling on this page randomly? Good good.

We'll be featuring seven games throughout the course of the exhibit that were made last summer, as well as Pierre: Insanity Inspired, which is part of an ongoing data collection project. Rummage through them above. Each page has information on the game, the research behind it, and links to any blog posts, rants, or raves written about it.

Oh, and you can play the games there too.

Show us some love by tweeting @GambitGameLab, subscribing to our blog, following us on Facebook, or dropping a comment below. Thanks for checking us out!

Friday Games: Recettear

recettear.jpgThis Friday Games at GAMBIT, Mia Consalvo will be walking us through Recettear: An Item Shop's Tale! If you've ever wondered how the stores in RPGs obtain all their wares, this business simulation/dungeon crawler hybrid takes the covers off the colorful world of item shop management. An indie game from Japan that was recently translated to English and released on Steam, Mia will also briefly talk about the localization of the game and her interviews with Carpe Fulgur, who brought the game to the US. We'll start around 4:30pm at the lab.

Friday Games at GAMBIT: Minecraft

At last week's Friday Games at GAMBIT we played Halo Reach's Forge World, and it was fun. But there was something missing. Mining. And crafting.

We'll remedy that today with some experimentation in Minecraft, both in the single-player survival mode and in GAMBITopia (our multiplayer server).

There might be rant as well, but we'll have to stop playing long enough today to come up with one.

Come by the lab, today at 4:30pm to play with us!

Oh, and what is Minecraft? It's a bit of Dwarf Fortress:

Some Farmville:

And a bit Lego construction set...

...for adults:

(And with just a bit of survival horror for good measure):

USC Provost Professor Henry Jenkins Interviews GAMBIT Outreach Coordinator, Generoso Fierro

Games By Day, Ska By Night: An Interview with Generoso Fierro

by Henry Jenkins the Provost's Professor of Communication, Journalism, and Cinematic Arts at the University of Southern California.


During a visit back to MIT in August, I had a chance to pay a visit to my old friends at the Singapore-MIT GAMBIT Game Lab and get a sense of the progress of this summer's workshop. Each summer, the group brings about 50 Singaporean students to MIT to work with Cambridge-based students in an intensive process to develop, test, and post games which are designed to stretch the limits of our current understanding of that medium. The Lab has enjoyed remarkable success both as a training program for future game designers, with many of its alums helping to fuel the growth of the Singapore games industry, and as an incubator for new game titles, many of which are becoming competitive in independent games competitions around the world, and some of which have been springboards for professional game development. The project has assembled a great group of highly dedicated researchers who embrace the interesting challenges of training the students, doing core games research, and inspiring creative development. You can sample this summer's games on the GAMBIT website.

This was the first summer I had not been able to participate in the design process -- at least on the level of helping critique the student work -- and I was very pleased to see the growing sophistication of the games in terms of the visual design (which looks and feels unlike anything you are apt to see from current commercial games), the sound design (which is always expressive and innovative in its own right), and the play patterns and game mechanics (which often embrace alternative interfaces or explore functions of the medium which fall outside the mandates of most game companies.)

One of the things that pleased me the most was the way the Lab was opening up its design process by sharing webcasts of key research presentations -- part of the larger mandate the Comparative Media Studies Program had accepted to help expand access to its core research and public outreach activities. I learned that Generoso Fierro, a key member of the GAMBIT team, had launched an ambitious project to document the design process behind one of this year's more provocative titles, elude, which is intended to be a game which explores issues of clinical depression and hoped to be a resource for patients and their families. The series is now running in installments through the GAMBIT website and is worth checking out, especially for those who are involved or would like to be involved in the game design process.

If Fierro spends 9-5 focusing on how to document and publicize the work of the GAMBIT lab (not to mention helping to stage key events that emerge from the lab's process), he has on his own time been an important Cambridge-area DJ and documentary producer (who is gaining growing visibility on the film festival circuit) for his fascinating work on the Jamacian music scene. Fierro's films manage to capture the process by which these musicians work, mixing together rehearsals and behind the scenes moments with the finished works in concerts, but they also have deep insights to offer into the cultural and historical contexts within which these artists work.

Fierro is, as this interview suggests, deeply protective of the integrity of his finished films -- especially of their soundtracks -- so it is a real privilege to be able to share some short clips from these productions here on this blog. In the first segment of this interview, I am focusing on his games-related work (his day job) and in the second part, his music-related documentaries (his night work).


The MIT-Singapore GAMBIT games lab has been producing a steady stream of interesting podcasts and webvideos. What has been the driving goal behind these projects?

Whenever it's brought up that I work for the game research lab at MIT, people usually follow that up with "So, does that mean you play games all day?" And although their assumption isn't totally incorrect, it lead me to believe that the general public and even some of those who are involved in the games industry are still a bit unclear as to the nature of game research.

In the fall of 2009, the bulk of GAMBIT's outreach initiatives were in the form of blog posts and events that mostly highlighted the final research, achievements and games of the lab but I felt that there needed to be more focus on the day to day creation of these efforts. In December of 2009 I began filming the weekly research meeting which is organized by our post-doctoral researcher, Clara Fernandez-Vara. These weekly meetings are a chance for the staff of GAMBIT to get feedback on current papers and research initiatives. Individual meetings were condensed on video resulting in the monthly GAMBIT Research Video Podcast Series. So far the subjects have ranged from a discussion of a paper by our Audio Director, Abe Stein (Episode 3) based on the flawed adaption of the game Dante's Inferno (Episode 3) to the original research initiative that became the summer 2010 GAMBIT game, elude (Episode 5). The creation of that game, from its initial research, through the day to day creation of the final prototype over nine weeks during this past summer's program became the ten part weekly series I produced entitled "Making A GAMBIT Game" .

Clip from GAMBIT Research Video Podcast Episode Five


Your most recent series focuses on the development of elude, a game about depression. What drew you to focus on this particular game? What did you discover about the game design process through following this title from conception through completion?

GAMBIT has handled some challenging research ideas over the last four years but the thought of a game which would aid the families and friends of people who suffer from depression was too intriguing for me not to document. My earliest thoughts centered around the team itself who are charged with making the final prototype and the myriad of issues they would encounter along the way. Our games are created every summer by teams made up of Singaporean interns, US interns from Berklee College of Music and Rhode Island School of Design and interns from M.I.T. Every GAMBIT team usually has to overcome the brevity of their time together, the usual cultural and subtle language issues and working within the particular game development system here.

With the elude project I immediately wondered how the team would deal with the challenge of making a game that had some fairly rigid goals for it to be successful. Specifically, a game that had to maintain a level of gameplay that would be interesting for a ten year old who plays games regularly to an adult who may have never played a game but are hoping to gain deeper insight into a loved ones depression. I was first stunned at the turnaround time of the team and their strong grasp of the task before them by their output of three early prototypes after only 8 days in the lab (two of them fairly involved digital prototypes, one paper). Early on I was impressed with the ease of the interns communication with the product owner Doris Rusch, the game's director, Rik Eberhardt and the research consultant for the project, T. Atilla Ceranoglu, M.D from Mass General Hospital, who were on site to assist and comment on the game's progression. The interns took direction extremely well but were not shy about offering their own opinions on the project. In fact the level of interpretation that the students had on the final prototype was more than I would've ever imagined.


"Making a GAMBIT Game" Episode Five Clip

This is a bit of a cliche as a question, but I am interested in this particular case. How do you think the presence of the camera impacted the design and training process these films depict?

To start off, I must say that the interns were extremely welcoming whenever I came into the lab and the game director and product owner were also key in letting me know when a meeting or milestone was about to happen that was outside of my normal shooting schedule. I found that early on I may have stifled some discussion within the team's meetings where the product owner/game director were not in attendance as they did tense up a bit when I was in the room. For the record, I would always assure them that A) If something was said that you did not want to be included in the final video, I would not include it and B) These videos were to be released long after the team had disbanded so they wouldn't have the episodes airing as a distraction from the creative process.

That said, I was never asked to remove something that was said by the interns during the entire shoot which leads us to episode five (week four of the US lab experience) A very frank discussion where the interns begin to have some serious issues with the progress of the games development. During that particular discussion I wholeheartedly felt as though my presence was not felt in the room and the freedom of what was said completely candid. There was at times a small amount of direct talking to the camera but mostly I felt outside of the games development process.


There are relatively few films to date which document the process of making a game. What do you think game design students might learn from following this series?


Most of the interns had never worked on a game start to finish prior to coming to GAMBIT. I think the series really benefits those who are considering an education in games. Unlike the game industry there is a unique challenge at GAMBIT where the client is also your supervisor and the concerns that arise from that situation. The elude project is a success, but still there are many moments in which the team had issues not understanding certain facets of the game and the supervisors failed in communicating the resolutions back to them in a way team could understand. This is not uncommon in this type of setting and seeing this might help a student who feels the same level of frustration while in a team like this at their game program.


Apart from your work at GAMBIT, you have been gaining visibility as a documentary filmmaker who has specialized in exploring the history of Jamaican music. Where does your interest in this topic come from?

I became interested in Jamaican music in the early 1980s during a reggae concert that a friend's older brother took me to in Philadelphia. The show was held in all of all places, a horse racing track that would sometime have the occasional concert back in the day. Setting excluded, I felt instantly connected to the music and shortly thereafter began to obsessively collect original recordings from the era of Jamaican music I adored the most.. Mento releases in the mid 1950s, through ska and rocksteady in the 1960s to the earliest sounds from reggae in the early 1970s.

In the mid-1990s I began to produce/DJ a show at WMBR 88.1FM in Cambridge called Generoso's Bovine Ska and Rocksteady, the title taken from an animal that would best exemplify the physical union of the black and white motif commonly associated with ska from the 1970s. Over the last 14 years I have focused in on the aforementioned era of Jamaican music by not only programming the songs but providing background for all of the tracks provided.

In the early part of the last decade I began producing music for some of the local reggae bands which led to collaboration with Eli Kessler, a musician from New England Conservatory. Eli and I had a great admiration for Trinidadian born reggae guitarist Nearlin "Lynn" Taitt, who besides playing on thousands of essential recordings from 1962-1968 was also responsible for the creation of rocksteady, the precursor to reggae in 1966. Eli with a few other musicians from the area who also respected Taitt wrote and performed pieces with Lynn for what would be my first documentary, Lynn Taitt: Rocksteady. Appearing in the documentary is legendary musician Ran Blake, a senior faculty member of NEC, who donated a piece that he had written which he performs with Taitt in the film. Sadly, Lynn passed away in January of 2010.


Clip from Lynn Taitt: Rocksteady



Part of what emerges from your films is an attention to Jamaica as a crossroads for many different cultural traditions. For example, your current project centers on the historical exchange between Jamaica and China, which is an unexpected cross-current. What have you discovered so far about the cultural interplay between these two traditions?

The Chinese came to Jamaica in the mid 1800s as indentured servants to work mostly in the fields. After their contracts were up many of these workers began to fulfill a desperately needed role on the island, that of shopkeeper. In the late 1940s a hardware shop owner, named Tom Wong (later to be known Tom "The Great" Sebastian) had a sound system built for him by a former RAF engineer named Headly Jones. Tom used his new sound system to attract people to his store but soon the sound's popularity grew till eventually this led his spinning records at clubs and thus the sound system culture was born. Soon after, Ivan Chin, a shopkeeper who owned a radio repair service began recording local artists and releasing mento (known as Jamaican calypso) records which were very popular on the island. Leslie Kong, who operated an ice cream shop was the first to record a young Bob Marley, Desmond Dekker and Jimmy Cliff. Kong was one of the most creative and successful producers in the 1960s.

It was this merging of the musical traditions of African Jamaican and the shopkeeper tradition which the Chinese brought from their homeland that helped propel Jamaican music to the international stage. Though they were only a small percentage of the island's total population, they had a huge impact.

Going into the project I was aware of their role in Jamaican music history but many people have also erroneously perceived their motive for participating in the music industry as entirely commercial based on the history as mercantilists. Through the many interviews I conducted along with my Associate Producer, Christina Xu and Editor, Garrett Beazley, we see that the Chinese Jamaicans possess a genuine love for the music they helped create and promote throughout the world. This assertion is quantified but not only the Chinese Jamaicans themselves but also through interviews with many of the prominent African Jamaican artists who have worked with them. The documentary is entitled Always Together and we hope to be submitting it to festivals in early October.

You've worked on portraits of two other leading Jamaica-based performers -- Lynn Taitt and Derrick Morgan. Why did you choose these particular artists and what does each teach us about how music is produced and consumed in Jamaica?

As in the early work with the GAMBIT lab, I am forever interested in the creative process. The final product is fine to watch but its the moments observing the formation of that final product that made me want to make documentaries. In both of the Jamaican documentaries I have previously produced, we do see the final product but most of the time you are given a rare access into the process, the arguments and the successes.

With Lynn Taitt, it was a combination of his sound, which as one of the interviews in the doc states best, " When you hear Lynn, you automatically know it's him and that is one of the best things you can say about a musician you love". The tone of Lynn playing is so absolutely beautiful and I wanted to know what went into his method and instrumentation. Also it was the sheer volume of tracks he arranged and played on which from 1962-1968 was roughly 2,000 songs. Some are of course average cuts but many are amongst the most beloved and repeated rhythms in Jamaican music.

Derrick Morgan was dubbed "The King of Ska" early in his career as he was the first superstar in Jamaica. On one occasion in the early 1960s Derrick occupied the top seven spots on the Jamaican top ten, a feat that has not been repeated since. I have always admired his voice, a voice that is both powerful and at times sentimental. He wrote, sang and produced an epic number of hits through ska, rocksteady and reggae. Always impeccably dressed and possessing a stage persona of that is so rare these days.

After bringing him to Boston for a concert in 2002, I had for years wanted to do a documentary on him and in 2008 I brought him back to Boston to film, Derrick Morgan: I Am The Ruler, the title coming from a track Morgan penned during the rocksteady era. During the island's heyday in the 1960s it is said that between 200-300 singles were produced per month, which is incredible for a country that is roughly the size of Indiana. Though the purchase of music on the island has decreased over the last ten years as it has worldwide, the production of that music remains a constant from that era. As one of the major exports of Jamaica, reggae is an essential part of the island's cultural identity and for many the only chance of rising above the crippling poverty that exists there.


These films are deeply respectful of the integrity of the musical performances, yet it would be wrong to describe them as concert films. They attempt to put the music into a cultural context. Can you tell us something of how you see your work relating to previous attempts to capture musical performances on film?

Thank you Henry. The environment that an artist creates in is crucial in understanding their process. The lyrics are usually reflective of their surroundings and without some cultural context added into the mix you are left with a partial idea of their work. Director Julien Temple did quite a sensational job with the Sex Pistols documentary The Filth and The Fury as far as putting you in that time period by using archival footage of the political climate during the formation and career of the band. That footage combined with the past and present interviews and a significant amount of live music helped the audience fully understand how something like punk would've manifested and why The Sex Pistols were the band the media latched onto at that time.

Amazingly, Temple's next film about Clash frontman, Joe Strummer The Future Is Unwritten failed miserably as Temple chose to showcase meaningless celebrity testimonials (Johnny Depp, John Cusack?) , a meager amount of Strummer's music and the stylistic choice of not titling any of Strummer's acquaintances over adding any content that would've created an accurate picture of that artist. Strummer had passed before the film had been produced but there is a large amount of existing interview and live footage of him that could've been used.

As there isn't much in the way of musical footage from 1960s Jamaica I was left with the situation of having to bring the artists to perform and record so that we can see their unique style when they create. During the course of these interviews I draw heavily from articles from Jamaican publications from the day and rely on the artist themselves to comment on well known events from their lives. In the case of the Derrick Morgan documentary I produced, I relied almost entirely on Morgan to create the narrative of the film and I insisted on having no other talking heads in the film to tell his story, except for one, that of Prince Buster, a rival musician whom Morgan feuded with in the early 1960s. I felt that it would've been unethical to not hear his side of the story. Morgan's interview, coupled with Pathe newsreel footage and Jamaican Gleaner articles and the music, were arranged in the film in chronological order. Understanding the changing face of the island's politics, especially during a key rise in violence after Jamaica's independence in 1962, was key in how Morgan's music changed over time, not just in the rhythm but in lyrical content.


Clip from Derrick Morgan: I Am The Ruler

The GAMBIT films are created to be consumed on the web, while your own documentaries are created to be watched on larger screens. What have you learned about the differences in producing work for these two different viewing contexts?


Oddly what I feel is the main difference is in sound. Though a web video needs to be of good audio quality, films for the screen need sound that captivates an audience. On the Morgan and Taitt docs I spent almost as much time and effort on post production sound editing as with the editing of the film as a whole. For that reason I have yet to put those documentaries on the web as most of the dynamics of the sound would be lost due to the rate of compression on the predominance of video hosting sites. The videos I create for GAMBIT are specifically edited for an m4v file that is easily downloadable to smart phones but are actually quite good in keeping color and sound at a high enough level that the information comes through in an entertaining manner.


Boston area high school students invited to learn about game research at MIT with director of Singapore-MIT GAMBIT Game Lab

WHAT IS GAME RESEARCH? How are videogames developed? What has changed in the decades since they were invented? How do they connect with other kinds of games and industries? Learn about the history of videogames at MIT and today's challenges of making interactive digital entertainment. This whirlwind tour of technology, artistry, and entrepreneurship will discuss the complexities of the massive videogame industry, highlighting some of the innovations that have expanded the medium and the researchers who push the boundaries today.

On Monday, October 4th, 2010 at 5PM in room 54-100 on the campus of the Massachusetts Institute of Technology, Philip Tan, U.S. Executive Director of the Singapore-MIT Game Lab, will be speaking to Boston area high school students on the aforementioned subject. Entitled "What Is Game Research?", the 45-minute talk will be followed by a question and answer session.

NO RSVP is required but seating is limited so do arrive early. Doors open at 4:30PM.

CLICK HERE TO VIEW LOCATION OF 54-100 AT MIT

"GAMBIT is a great demonstration of a successful collaboration, not just between countries, but between students, faculty, and industry," says Professor William Uricchio, Director of the MIT Comparative Media Studies program, of which GAMBIT is a part. "More than just teaching students how to develop games, GAMBIT provides an opportunity to rethink the types of games that can be made. More than just taking a course, the students are an integral part of the research process. Research publications, new start-up companies, and ongoing collaborations with the Singapore-based games industry all work together to push the envelope of games with the GAMBIT imprint of innovative thinking."

ABOUT THE SINGAPORE-MIT GAMBIT GAME LAB
The Singapore-MIT GAMBIT Game Lab is a five-year research initiative that addresses important challenges faced by the global digital game research community and industry, with a core focus on identifying and solving research problems using a multi-disciplinary approach that can be applied by Singapore's digital game industry. The Singapore-MIT GAMBIT Game Lab focuses on building collaborations between Singapore institutions of higher learning and several MIT departments to accomplish both research and development.

CONTACT
Generoso Fierro
Outreach Coordinator
Singapore-MIT GAMBIT Game Lab
NE25-385, 5 Cambridge Center
Cambridge, MA 02142
(617) 253-5038
generoso@mit.edu

Friday Games at GAMBIT: Halo Reach Forge World

So there's this new game on the market. Halo Reach. Maybe you've heard of it, maybe even played it. But have you tried Forge World?

A couple of years ago, we tore the shrinkwrap off Halo 3 and found the Forge level editor to be clunky, but usable. In particular, the Infection game mode inspired us to use the tools to create a shambling zombie game, which resulted in a dramatically different feel to Halo 3 due to its deliberate pacing. This was tested in real-time by the attendees of Friday Games at GAMBIT, iteratively making changes and tweaks with each round. In retrospect, this was pretty much GAMBIT's first game jam.

We're going to try it again... starting with a blank map, adding some items or making some changes, playing a round, lather, rinse, repeat. We may just end up with a deathmatch arena or seeing how high we can launch vehicles into the air, or we may end up with something special. Who knows?

Join us at 4pm at the Singapore-MIT GAMBIT Game Lab this Friday and see what happens!

Friday Games @ GAMBIT 9/17/10 - DEADLY PREMONITION

At 4:30 in the GAMBIT lounge we kick of this Fall's Friday Games series with a RANT about Deadly Premonition. For those who don't know, this game has been one of the most controversial of the 2010. Players, critics, and bloggers can't seem to decide whether its good, bad, or so bad its good.

Most gamers who like it fall into the "so bad it's good" camp, but I actually find it to be mostly "good" in a completely unironic way. I will be explaining why in my rant, and why this "so bad it's good" trend often fails to capture what is special about certain games.

We will also being playing:

- Alan Wake
- Puzzle Agent

Recent games that, like Deadly Premonition, are also inspired by the television series Twin Peaks. Prepare for the surreal.

Continue reading "Friday Games @ GAMBIT 9/17/10 - DEADLY PREMONITION" »

Call For Abstracts: Summer Program Projects, 2011

Call for Project Abstracts: Singapore-MIT GAMBIT Game Lab Summer Program, 2011. Abstracts are due October 13th, 2010

The Lab seeks researchers who are interested in seeing their mature research put into practice as a game. In particular, we seek research which poses questions best answered through games, or innovative designs or technologies which are uniquely demonstrated in a game. Participants must be able to devote several hours a week participating in the Summer Program at the MIT Campus Lab from June 6th through August 5th, 2011.

Eligibility:
Singaporean researchers, researchers funded by GAMBIT, and researchers at MIT are all invited to apply.

What is the Singapore-MIT GAMBIT Game Lab?
The Singapore-MIT GAMBIT Game Lab is a collaboration between the Massachusetts Institute of Technology and the government of Singapore created to explore new directions for the development of games as a medium. GAMBIT sets itself apart by emphasizing the creation of video game prototypes to demonstrate our research as a complement to traditional academic publishing.

What is The GAMBIT Summer Program?
Interns from the Boston area and from Singapore collaborate on development teams each summer to create prototype games which demonstrate concepts based on accepted research topic proposals. Each team is required to create a 5-30 minute polished gameplay experience which demonstrates or explores a research topic. In addition, the game must target the production values of commercial casual games and be distributed online.

Depending on the research topic, the games created might apply some theoretical concept about design or development (e.g. new game design methods, new management methods), use a new technology that has not been used in games before, be an implementation of a specific set of innovative game mechanics (e.g. modeling a system that has not been implemented before), be an analytical tool to study players, or be an educational game to teach a topic.

Each development team will need an expert who can explain the core research and assess whether the game is effectively exploring it. Thus, research topic proposals will be required to select researchers to participate in the Singapore-MIT GAMBIT Game Lab summer program for the entire duration of June to August. Researchers will be required to visit Boston for at least the first two weeks of the summer program; applicants who will be available on site for the entire 9 week program/development period at the MIT Campus will be given preference. Selected researchers are also expected to collaborate with GAMBIT towards publication of the finished product: be it in academic venues such as conference or journal submissions, or through the professional game industry via festival submissions, commercial development or licensing opportunities.

Application Process:
Download the abstract application here. Abstracts will be reviewed by the GAMBIT lab, and the applicants with the strongest proposals will be invited to work together with the GAMBIT staff to create a project proposal. Abstracts are due October 11th, 2010, with invitations to continue work on proposals going out October 25th, 2010. Final proposals will be expected by December 6th, 2010, and final selection of projects will be sent out on January 10th, 2011.

Contact akiru AT mit DOT edu with any questions or concerns.

Application Timetable & Deadlines:
Call for Abstracts: October 11th, 2010.
Written Proposals: December 6th, 2010.
Final Decisions: January 10th, 2011.

9/16/2010: Comparative Media Studies graduate program info session

MIT Comparative Media Studies, the parent program of GAMBIT, will be opening applications in August 2010 for graduate student admission in Fall 2011. From the CMS website:

Grad poster.jpgStudents may enter the CMS program with undergraduate degrees in a variety of disciplines, including liberal arts and sciences, computer science, journalism, economics, and management. We actively seek students from different backgrounds and with different career objectives. Many of our students already have professional experience in media-related fields and return to an academic setting to 'retool' so they may understand better the complexities of contemporary media culture.

CMS is especially interested in students who combine technical skills with an interest in the humanities. The program offers a terminal Master's degree, but a number of our graduates go on to complete PhDs in social sciences, film, media, communications, or cultural studies.

Upcoming infosessions

On-Campus
Thursday, September 16, 2010, 9:30 am - 1:30 pm
Thursday, November 18, 2010, 9:30 am - 1:30 pm

Online
Thursday, October 7, 2010 8-10 am Eastern Time (evening in Asia)
Tuesday, November 16, 2010 2-4 pm Eastern Time (evening in Europe/Africa)

On-line and on-campus information sessions are offered from September through early December. These sessions provide a great way to speak with CMS faculty, students/alums, and research managers; to ask any unanswered questions you may have; and to get a better feel for the program. We encourage all prospectives to participate.

The online sessions are timed for the convenience of prospective students living in other regions of the world, but all prospectives are welcome to participate in them, regardless of where you live. To participate, simply click on this link during the scheduled hours of the session and log in with your name.

If you would like to attend an on-campus info session, please RSVP to cms-admissions (cms-admissions AT mit DOT edu).

Interactive Fiction Playing Group: Lost Pig

For those of your in the Boston area, the People's Republic of Interactive Fiction will host another group playing session on MIT campus, after the success of the Zork event during the summer.

The People's Republic of Interactive Fiction Presents: LOST PIG

Sunday September 12th, 2 - 5 pm
MIT Campus: Building 1 Room 135.

lostpig.jpg

The Interactive Fiction Playing group meets again to play LOST PIG, an interactive fiction piece where we help Grunk find his wayward pig. Grunk is an orc, so we see the world from his special point of view. By joining his pig-finding quest, we'll go underground, solve puzzles, meet a grumpy gnome, and help Grunk wrap his tiny brain around basic alchemy.

LOST PIG took 1st place at the 13th Annual Interactive Fiction Competition in 2007, and won Best Game, Best Writing, Best Individual NPC, Best Individual Player Character at the XYZZY awards in the same year.

If you have not played interactive fiction (a.k.a. text adventures) before, this is your chance to learn the basics. If you already know how to play, come and experience how fun it is to play interactive fiction with a room full of people.

The event will also be broadcast online.

You can get more information on the event and other Interactive Fiction related activities at http://pr-if.org/

Friday Games: Starcraft II Arcade Play

SC2.jpg

So unless you've been under a rock, or perhaps don't follow game news, you have probably heard of this week's release of a little game called Starcraft II. Blizzard, the makers of another little franchise under the Warcraft moniker, waited over a decade to release their sequel to the still oft played Starcraft, and some of us at the lab feel that we should celebrate.

We will start the festivities with a small talk from Philip about the game, then we will set up a Starcraft II arcade, with two copies of the game running, on projectors, in separate rooms, so that people can play head to head. Winner will stay on to play the next opponent, with a maximum stay of 2 matches. In the TV lounge we will have the spectator mode of the contests on display, so people can roam freely from room to room enjoying the play.

Everything starts this Friday at 4:00, with Philip talking when we have enough listeners congregated.

8/21/10: The Immigration Jam!

The local Boston Indie game community will be hosting a game jam this August on the theme is "immigration." It'll be held at the Singapore-MIT GAMBIT Game Lab on the 21st and 22nd of August.

This game jam will have a bit of a twist: Yilmaz Kiymaz, WPI alum and great contributor to the Boston indie game scene, is currently back in Turkey and trying to figure out how to get back to Boston. This game jam is to help raise awareness of kinds of issues and roadblocks he'll have to deal with, and possibly to get some support under him for the (likely expensive) process. Check out the blog post by Alex Schwartz and Darren Torpey, hosts of the game jam, on the Boston Game Jams blog for more details and forthcoming RSVP information!

Diamonds & Dragons II

D&D 2.jpgThis Friday we will present a repeat performance of my "Diamonds and Dragons: my role playing games are better than yours" rant. We are wrapping up our internal EA FIFA World Cup tournament here at GAMBIT, so we figured there is no better time to talk about sports and sports games, and since I love both, I will be ranting about my experiences with career modes in sports games.

Last time you met the 6'9" small forward for the Chicago Bulls Abe Stein. This time I would like to introduce you to the playmaking starting center midfielder for Manchester United, Abe Stein.

Aftwerards we will play through some of the tournament finals for our little digital world cup. Matches have been intense, so it might be worth sticking around for.

Rant starts at 4:00 PM in the TV lounge, with FIFA matches before and after. See you all there!

Come play Zork with us at MIT!

This is an upcoming event that may be of interest to those of you in the Boston area.

The People's Republic of Interactive Fiction Presents: ZORK

Sunday July 25th, 2 - 5 pm
MIT Campus: Building 1 Room 135

(Please note the change of venue if you got a flier before)

Come and play Zork where it all started. We will be venturing together into the dungeons of the Great Underground Empire.

Inspired by Adventure / Colossal Cave, Zork was one of the first text adventure games, developed by a team of students at MIT back in 1977 on a PDP-10. If you've never played a text adventure game, this is your chance to experience the joys of playing through the command prompt by joining others in the adventure. If you're an old Zork hand, help us track down in-jokes and historic references.

If you're not in the Boston area, you'll be able to watch it online.

7/22/10, 6pm: GAMBIT Open House Focus Test

Come one, come all! Come to the our open house focus test!

Thursday, July 22nd
6 PM - 8 PM
Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor
Cambridge, MA
(Next door to the Kendall Square T stop)

The GAMBIT Summer Program has seven games in early development, each one seeking to answer a different research question. We invite everyone - young, old, game playing, game developing, or even never touched a video game before in your life - to play our games and give us the early feedback we need to complete our games by the end of the summer. We are especially looking for testers between the ages of 12 and 15!

What is an "Open House Focus Test"? During the Open House, our development teams observe your game playing, answer any questions you may have, and record your comments and opinions about the games you are playing. Our games are in their seventh week of development, with placeholder artwork and user interfaces still in development. By testing them now, we intend to get feedback we can use, with time left to use it. This is your big chance to actively influence our games in development!

Our doors are open from 6pm - 8pm. You are welcome to drop in at any time during those hours and play as many (or as few!) of our games as you wish. Each game takes around ten minutes to complete; some are longer than others. We do recommend that if you want to play all the games, you arrive earlier rather than later! There will also be light snacks available, to keep your game playing strength up!

While we welcome testers of all ages, our games are not intended for the youngest players. Children under seven may have difficulty playing our games alone, but might enjoy sitting on a parent's lap and watching. We are an active research lab, so any minors (age 17 and under) need to have a parent or guardian fill out a consent form before playing any games. Forms will be available at the lab, or you can contact gambit-qa at mit dot edu and request forms that can be printed and filled out to bring to the test.

We are at 5 Cambridge Center, 3rd Floor. Tell the guard at the desk you are here for the GAMBIT Focus test, then take the elevators up to the 3rd Floor. Turn towards the big glass doors as you exit the elevators, and come on in!

Friday, 6pm: How to Host a Demoparty!

ATparty.jpgFollowing up on last month's demo showcase, the organizers of @party will be coming to GAMBIT this Friday to talk about what goes into running a demoparty! Starting at 6pm, they'll talk a bit about the demoscene and the logistics of actually organizing compos, scheduling chiptune performances, dealing with old-school hardware, and finding great locations for sceners to do their best work. We'll also run some of the PC demos from @party.

All are welcome!

Open House Focus Testing: July 8th, 6 PM - 8PM!

Come one, come all! Come to the Summer Program's first Focus Test, this Thursday, July 8th, from 6 PM - 8 PM....

at... the Singapore-MIT GAMBIT Game Lab, MIT Building NE25, 3rd Floor
(also known as 5 Cambridge Center, 3rd Floor, next door to the Kendall Square T Stop)

The GAMBIT Summer Program has seven games in early development, each one seeking to answer a different research question. We invite everyone - young, old, MIT community, game playing, game developing, or even never touched a video game before in your life - to come, play our games, and give us the early feedback we need to complete our games by the end of the summer.

What is an "Open House Focus Test"? Our doors are open from 6pm - 8pm; you are welcome to drop in at any time during those hour, and play as many (or as few!) of our games as you wish. Each game takes around ten minutes to complete; some are longer than others. We do recommend that if you want to play all the games, you arrive earlier rather than later! During the Open House, our development teams observe your game playing, answer any questions you may have, and record your comments and opinions about the games you are playing.

There will also be light snacks available, to keep your game playing strength up!

Our games are in their fourth week of development, and are at an early stage, with placeholder artwork, and user interfaces (player controls) still in development. By testing them now, we intend to get feedback we can use, with time left to use it. This is your big chance to actively influence our games in development!

While we welcome testers of all ages, our games are not intended for the youngest players; children under seven may have difficulty playing our games alone, but might enjoy sitting on a parent's lap and watching.

We are an active research lab, therefore, any minors (age 17 and under) need to have a parent or guardian fill out a Consent form before playing any games. Forms will be available at the lab, or you can contact gambit dash qa at mit dot edu to request forms that can be printed and filled out to bring to the test.

We are at 5 Cambridge Center, 3rd Floor. Tell the guard at the desk you are here for the GAMBIT Focus test, then take the elevators up to the 3rd Floor. Turn towards the big glass doors as you exit the elevators, and come on in!

Friday Rant: Dante's Inferno
dante_alighieri.jpg    or     DanteConcept--article_image.jpg

Have you ever read The Inferno by Dante Alighieri? Apparently it is just about two guys walking and talking. Boooooring.

It would have been much better if it were a story about killing Death, stealing his awesome weapon, killing a boatload of demons, acting like the savior, tearing a gaping hole through hell, and saving the princess. And it should have lots of nudity in it. And blood.

Come by this Friday afternoon and I'll rant about why there is a special circle of hell just for EA's Dante's Inferno, and why the game is another great example of game designers starting with a  good idea, and then getting it horribly, and embarrassingly wrong.

Friday at 5PM I'll start ranting, so come on by and check it out. 
6/29/10, 7pm: Harvard Book Store presents Tom Bissell, author of "Extra Lives: Why Video Games Matter"

Tom Bissell. Photo Credit: Trisha MillerFrom the Harvard Book Store website:

Tuesday, June 29th, 7:00 PM
Harvard Book Store
1256 Massachusetts Avenue
Cambridge

This event is free; no tickets are required

Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment.

Extra Lives: Why Video Games Matter is a defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming--but he also believes games could be even better. He offers a critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a final chapter that describes, in searing detail, Bissell's descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions.

Tom Bissell is a prizewinning writer who published Chasing the Sea, God Lives in St. Petersburg, and The Father of All Things before the age of thirty-four. A recipient of the Rome Prize, a Guggenheim Fellowship, and the Bay de Noc Community College Alumnus of the Year Award, he teaches fiction writing at Portland State University and lives in Portland, Oregon. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days.

Photo Credit: Trisha Miller

Friday Games: Deus Ex

Deus-Ex.jpgThis Friday, we'll be celebrating the 10th anniversary of Ion Storm's Deus Ex! For folks who aren't familiar with this landmark title, we'll start playing the game at 5pm, so you can get an idea of the depth of the mechanics and range of possibilities for emergent gameplay in this RPG/FPS hybrid. A little after 6pm, Darius Kazemi will talk about what makes the game so compelling, even after 10 years.

Friday Games at GAMBIT is open to the public, as usual. Just go to the 3rd floor of 5 Cambridge Center, near Kendall Square, and walk to the GAMBIT TV lounge!

Friday Demos: Demos!

This Friday at 5pm, Philip will be screening a number of award-winning demos from the past decade! Everyone is welcome to hang out and check them out.

What's a demo, you ask? Well, it's basically like a music video, only all the graphics are generated in real-time in code. Demos are often on the vanguard of introducing new graphic effects or techniques on home computers. Even today, some folks specialize on getting old computer hardware to render and display effects that would tax high-end 3D graphics cards. Other demo programmers/artists/musicians ("demosceners") like to challenge themselves by keeping the entire compiled application (music, textures and code) under 64K or even 4 Kilobytes! It's both an aesthetic and technical challenge.

Demos are non-interactive, so they're not games. However, because demosceners are so good at making the computer do things in real-time, many of them go on to work in the digital game industry. LittleBigPlanet, Spore, Max Payne, and Chronicles of Riddick are just a couple of titles that have significant demoscene roots. Philip will go a little more into the history of the demoscene on Friday afternoon.

So come on by this Friday and see what the Demo scene is all about!

Friday Games: LANTANA!

This Friday we are hosting our good friends from Lantana Games to come present some of their work and possibly to let us play prototypes of some of their new stuff. Here is a bit from their website about their studio:

Lantana Gamesâ„¢ is an independent game development studio located in the greater Boston, Massachusetts area. We are currently focusing on PC and home console game development for digital distribution. While we do not focus on developing one specific kind of game or for one specific audience, we uphold every game we make to the same standards:

* Innovative but well executed gameplay mechanics.
* Focus on user friendliness and shallow learning curves.
* Unique artistic presentations.
* If we don't love our games, neither will you.

Lantana Gamesâ„¢ released two games in 2009, the expressive and experimental The Longest Night and the addictive rhythm/shooter Zombie Slaughter Tour 2009. 2010 is already looking like a game-filled year for Lantana Gamesâ„¢, with the release of the short prototype game Hunter's Gulch, a Western-style shooter, and it's very likely not the only prototype we will release for free this year.

Recently, Lantana Gamesâ„¢ announced its biggest project to date, Children of Libertyâ„¢, a stealth platformer that takes place on the eve of the American Revolution in Boston. We do not have a release date yet, but more info is always on the way.


Festivities start at 4PM, so come on by our TV Lounge this Friday to meet Lantana.

GAMBIT Takes On Cancer: Game Prototypes

Throughout the spring semester of 2010, GAMBIT's Lead Interaction Designer, Marleigh Norton challenged a group of three MIT UROPs (Nick Ristuccia, Anna Kotova and Michael Lin) with the task of each creating three game prototypes. The game prototypes were to reflect a certain area of cancer research with the final goal of a one of the games be developed for use at the new Koch Institute for Integrative Cancer Research at MIT which is scheduled to be opened in December of 2010. Produced by Generoso Fierro, Edited by Garrett Beazley.

In this episode, Anna Kotova demos the three games she created for the project:


Click here to download the Anna Kotova prototype video for iPod/iPhone


In this episode, Michael Lin demos the three games he created for the project:

Click here to download the Michael Lin prototype video for iPod/iPhone


In this episode, Nick Ristuccia demos the three games he created for the project:

Click here to download the Nick Ristuccia prototype video for iPod/iPhone

Paper Prototyping Your Game Episode 2: Video Podcast

Have you ever wondered about the first stage of creating a video game? GAMBIT's Technical Director Andrew Grant along with GAMBIT's Lead Game Designer, Matthew Weise lead a group of three game designers (Kevin Laughlin, Alexis Brownell and Sophia Foster-Dimino) through the paper prototyping stage of videogame development. Video Produced by Generoso Fierro, Music and Editing by Garrett Beazley.

EPISODE TWO PART ONE: Andrew and Matt present our Game Designer with the challenge of making a prototype based on the classic children's game "IT". To do this our game designers utilize an interesting part of the GAMBIT Game Lab's interior.

Click here to Download Episode Two Part One for iPod/iPhone


EPISODE TWO PART TWO: Design Consultant Tim Stellmach reviews the prototyped version of "IT" that the game designers have created using the frosted walls of the GAMBIT Game Lab.

Click here to Download Episode Two Part One for iPod/iPhone

Paper Prototyping Your Game: Video Podcast

Have you ever wondered about the first stage of creating a video game? GAMBIT's Technical Director Andrew Grant along with GAMBIT's Lead Game Designer, Matthew Weise lead a group of three game designers (Kevin Laughlin, Alexis Brownell and Sophia Foster-Dimino) through the paper prototyping stage of videogame development. Video Produced by Generoso Fierro, Music and Editing by Garrett Beazley.

PART ONE: Andrew and Matthew present our game designers with a concept for a game. Here begins the process of creating the gameplay! Our designers use markers on paper, blocks, string and a host of other tools to make the game a reality.

Click here to download Part One for iPod/iPhone

PART TWO: Our game designers have decided to abandon the "paper" stage of development and go right for the whiteboard to hash out their game.

Click here to download Part Two for iPod/iPhone

PART THREE: Design Consultant Tim Stellmach comes by to play and review the prototype the designers have come up with based on the game concept.

Click here to download Part Three for iPod/iPhone

Friday Games: A Trip Down Memory Lane

Abe was cleaning out his parents house the other day and uncovered a mysterious old box with ancient runes on it.

Inside, it turns out, was an artifact from his youth, the glorious TI-99/4A next to a host of cartridges. The Texas Instruments TI-99/4A was a home computer released in 1981, and it was, for many, the first console on which they discovered video games.

Jason Begy also loves the TI-99. Through guile and access to necessary resources, he was able to revive the old TI-99 and we have it working at the lab.

Come by GAMBIT this Friday at 4:30 for a trip down memory lane.

Friday Games at GAMBIT: It was a very good year

This Friday we have a special Games at GAMBIT. We will be showcasing our staff and students' work from the past year. Get a sneak peek of a dozen games, most of which are still work in progress, but some of which will be released on our website before the end of the month!

We'll start the presentations at 4:30pm. As always, we're on the 3rd floor of 5 Cambridge Center, above the Legal Sea Foods on Main Street.

Friday Games: Marleigh's First Person Shooter Rant

Marleigh loves first person shooters. Marleigh is very fussy about her first person shooters. Marleigh is often disappointed with the current state of first person shooters. Why the video game industry has left this genre alone for so long is a mystery to her. Seems like an obvious market niche to be filled.

For this rant, we'll look at two iconic first person shooters--Doom and Duck Hunt--and discuss which of these meet Marleigh's rather exacting standards.

Hint: Marleigh's title at GAMBIT is Lead Interaction Designer.

See you at 4:00, GAMBIT TV Lounge!

5/10/10: Carbon Concepts: A Bazaar of Ideas

Terrascope students present and defend ideas and technologies for reducing atmospheric carbon

Terrascope2010.jpgTerrascope freshman learning community will be presenting their research on specific ways to reduce the concentrations of carbon and other greenhouse gases in the atmosphere. The Terrascopers have been focusing on this problem all year, and during the spring semester they have worked in teams, under the guidance of MIT faculty members, to develop prototypes, models and examples of real, workable solutions.

I've been advising one group of freshmen on their development of a multiplayer card game, in which each country tries to maximize its own economic growth but all have to work together to prevent the catastrophes that could be brought on by high carbon emissions. Some of the other exhibits at the bazaar include:

  • A working scale model of a system that would inject carbon dioxide into underground aquifers, sequestering it there rather than in the atmosphere.
  • Alternatives to traditional concrete building materials, created in a way that would reduce the amount of CO2 normally released into the atmosphere during construction.
  • A prototype of an electromechanical energy-storage system to be located near offshore wind farms, making it possible to have clean energy onshore when it is needed, not just when the wind is blowing.
  • A prototype of an interactive, participatory museum exhibit, designed to inform the general public about climate change and ways to prevent it.
Don't miss this showcase of MIT students' ingenuity and creativity! Refreshments will be served!
Friday Games: Gesamtkunstwerk

After a couple of weeks of conferences and big events, Friday Games at GAMBIT is back! We'll start at the usual time, 4pm in the GAMBIT TV Lounge, 5 Cambridge Center, 3rd Floor.

Given that ROFLcon is running right across the street, we're keeping it pretty simple this week. I'll be demoing Sakura Wars: So Long My Love in which you date girls piloting steam-powered mechs and put on Broadway musicals to save New York from demons. It's the first official US release in the series, featuring Japanese dialogue, English text, and very strange characterizations.

Instead of preparing a talk, I'll show some videos of the live-action stage musicals if people can handle the weirdness/awesome, and also riff on the Takarazuka stage tradition that inspired the games.

GAMBIT Sizzle Reel from PAX EAST 2010

Created specifically for the 2010 PAX EAST Conference... This sizzle reel showcases the Singapore-MIT GAMBIT Game Lab's 2009-2010 game output as well as our history as a lab and a small view of the tradition of gaming at MIT. Video produced by Generoso Fierro, Edited by Garrett Beazley

Click Here to Download version for iPod Touch/iPhone

4/29/10: Tech Night Open House at 6pm

Starting at 6pm this Thursday, lots of Kendall Square tech companies and organizations will be opening their doors and running open houses, including GAMBIT, of course! Tech Night is free and open to the public. Several of the open houses will include special demonstrations, activities and refreshments appropriate for both adults and families.

We're going to keep it pretty chill, put some of our prototype games on the TV, pull out a bunch of board games, and eat a bunch of cookies. I'll give a tour or two, if people are interested. If you want to talk to folks who do game research and development for a living, come join us! We're on the third floor of 5 Cambridge Center. You can play our games here to get an idea about what to expect at our open house.

Google and VMware will also be having open houses on the 3rd and 10th floors respectively. Over on One Broadway (corner of Broadway and 3rd Street), Seeding Labs (11th floor) and HubSpot (5th floor) will show off their stuff, and Microsoft will be demoing their tech at their New England Research and Development Center. Also don't miss the ConstellationCenter open house (161 1st Street) and check out their work on performing arts technology. Pretty close by, Smile Line Dental Medicine (11 Binney Street) will be showing off lasers, X-rays, and 3D technologies for your mouth.

The History of The Singapore-MIT GAMBIT Game Lab

GAMBIT Researcher and Communications Director Geoffrey Long sits down with GAMBIT U.S. Executive Director, Philip Tan to discuss the history of the Singapore-MIT GAMBIT Game Lab. A conversation in three parts. Videos produced by Generoso Fierro, Edited by Garrett Beazley. Videos produced in April 2010

The History of The Singapore-MIT GAMBIT Game Lab Part 1

Download Part One for iPod Touch/iPhone

The History of The Singapore-MIT GAMBIT Game Lab Part 2

Download Part Two for iPod Touch/iPhone


The History of The Singapore-MIT GAMBIT Game Lab Part 3

Download Part Three for iPod Touch/iPhone


Next week: CMS 10th anniversary symposium!

Next weekend, Comparative Media Studies will be celebrating its 10th Anniversary! Several generations of CMS alumni and faculty are gathering to discuss where this program has been and where it's going. It's like a multiclass reunion. Most of the events are open to the public, and we've listed them here.

We'll kick things off on 5pm, Thursday, April 22, with GAMBIT PIs and CMS co-directors Henry Jenkins and William Uricchio. Henry will deliver his final address and William will moderate the Communications Forum at Bartos Theater in the I.M. Pei Media Lab building. Given that the last batch of Henry-advised CMS students will be graduating this year, you won't want to miss this.

On Friday, April 23, we'll be at the Maki Fumihiko Media Lab building for a whole day of panel sessions. This means no Friday Games at GAMBIT. Instead, we'll have a whole day of scintillating discussions about the work of CMS and its alums. We'll also be featuring a gallery of alumni work for you to peruse, and GAMBIT will have our games loaded up on our mammoth arcade cabinet. Check out Friday's program after the jump, and do join us!

Continue reading "Next week: CMS 10th anniversary symposium!" »

Focus Testing at GAMBIT, April 16th 4 - 6 PM


What: Open Focus testing of Clockwork and carbon emissions game

When: Friday, April 16th, 4 - 6 PM.

Where: The Singapore-MIT GAMBIT Game Lab, 5 Cambridge Center, 3rd Floor (and if you speak MIT-building numbers, MIT NE 25, 3rd Floor.) Please introduce yourself as visitors to GAMBIT at the lobby desk when you arrive.

The Clockwork team would like to invite people to come and test their game this Friday. They are looking for video game players, ideally age 10 and up, of all inclinations and interests, to come play their game. Clockwork is a sandbox style evolution simulation game, based on work by Karl Sims.

A freshman team from Terrascope would also like players to test their prototype card game about carbon emissions. The game needs four players, and typically takes one to two hours to learn the rules and finish a full game.

We're looking for opinionated, open minded players; we are hoping to watch you play, and listen to your comments about the game. By finding out what you do - and don't like - about our games, we will them better experiences for everyone. Come in, and let us know how our games play!

We welcome both adults and children, but because we are a research lab, children who wish to test our games must be accompanied by an adult guardian, and bring (or complete on site) a Testing Consent form. Request one from gambit dash qa at mit dot edu, or just fill one out when you get here. It does require a parent or guardian's signature.

Please RSVP to gambit dash qa at mit dot edu, so that we know how many testers to expect.

Thank you!

Friday Games: Jeff Howard - Magick Systems in Theory and Practice

Friday April 9th, 5-7 pm.
GAMBIT TV Lounge

Magick Systems in Theory and Practice

In his talk, Jeff Howard discusses ideas for creating magic systems that are more fun, meaningful, and interactive than those typically seen in many role-playing games. Weaving together examples such as the operatic magic systems of Demon's Souls and the multi-sensory magical language of Eternal Darkness, Howard suggests that the magic systems of the future should draw upon the occult teachings of the past in order to create magical grammars that take input from a variety of sensory modes, including gesture, music, voice, and color. Drawing on many concrete gaming examples, including his game-in-progress Arcana Manor, Howard argues that the total art of opera and the enacted symbolism of contemporary occultist "workings" provide a model for a magical grammar that is connotative rather than purely denotative, i.e. in which gameplay enchants players on multiple levels of emotion and idea.

Jeff Howard is Assistant Professor of Game Development and Design at Dakota State University in Madison, South Dakota. He is the author of Quests: Design, Theory, and History in Games and Narratives. He received his B.A. from the University of Tulsa and his M.A. and Ph.D. from the University of Texas at Austin. He is currently working on a game-in-progress, Arcana Manor, and related research about magic systems.

No Friday Games at GAMBIT today

The lab will be supporting our grad students in their thesis presentations today. This means there won't be any Friday Games at GAMBIT at the lab today, but if you're near the MIT Campus, you can drop in!

You can also watch it on live streaming video here.

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GAMBIT Infects PAX EAST 2010 with PAX POX!

PAX East Logo Over the course of three days at PAX East 2010, 623 Certified Infectors spread four strains of PAX POX to 4428 people. On Sunday, we cured 1836 people with our +1 HP magic.

The student designers and GMs for the PAX POX project will be posting more details about the creation and running of the PAX POX game, along with downloadable versions of all of our materials, so anyone can run either this game, or a modified version, on their own.

For a glimpse in the day-by-day activities of GAMBIT at PAX East, check out these videos produced by Official GAMBIT Documentarian (and Outreach Coordinator) Generoso Fierro. You might notice a common theme at the beginning and end of each.

Day 1: PAX POX breaks out at the GAMBIT Island at PAX EAST 2010

DAY 2: PAX POX Infects 3,200 @ The GAMBIT Island at PAX EAST 2010!

DAY 3, PAX POX Must Now Be Cured @ The GAMBIT Island at PAX EAST 2010

For downloadable versions of these videos, plus other videos created at the GAMBIT Game Lab, check out our page on MIT's Tech TV.

Generoso's Post PAX EAST 2010 Blog Post

PAX East Logo The inaugural PAX EAST 2010 is now over! This was our beloved GAMBIT Game Lab's very first public exhibition at a US game conference and all in all it was an excellent experience. That said, after all of the kiosks have been rapidly dismantled and all of our Mac Minis have been stowed away, I feel the need to share some of the best and worst of what can happen at such an event... So, as I am glass is half full kind of person lets begin with:

THE BEST

A) The PAX POX GAME: GAMBIT created a game over the semester specifically for this PAX EAST conference that was a huge success. A game about infection vectors and hygiene set in the temporary community that formed around the PAX East 2010 attendees, PAX POX was commended by PAX officials for helping to create an identity for this conference. "Wii-Coli" and "Dance Dance Restless Leg Syndrome" carriers went through the hall infecting game fans of all ages with stickers of their respective diseases.

Generoso and a Pirate!

B) The PAX ENFORCERS: So hardworking and proactive while being cheerful and resourceful, these PAX EAST volunteers saved us countless times by getting us everything from extra ethernet cables to a bizarrely needed PS2 keyboard (don't ask) to helping us fight off the forces of evil (more on that later). Much praise to all of them, especially Ryan (the pirate pictured here), Nakki (aka Lisa) and Jonah!

Booth
C) The LIGHTING and HEIGHT and PADDED CARPET of The GAMBIT ISLAND: Located towards the rear of the last conference hall, the GAMBIT island needed a bit of an edge to get seen, so we raised our circular banner high above our tower and Len with the help of Design Light gave us the edge needed to be seen from anywhere in the hall. Once the GAMBIT Island was located by attendees, the lights really brought out the mad scientist motif, complete with Oscilloscope, Van De Graf Generator and multiple video screens that defined the GAMBIT space. An open bright space with a wonderfully padded carpet (not a luxury if you're standing on it for ten hours) that many described as an oasis away from the loud, dark corporate islands that usually permeate an expo floor.
Serious. IMG_3397 D) The GAMBIT STAFF and UROPS: Last but not least, the GAMBIT staff and UROPs were engaging, friendly and tireless. Whether they were showing off our games at the six kiosk stations or explaining the intricacies of the PAX POX game, they were sensational. Combine that with a glowing lab coat, they made GAMBIT a fun place to be.

THE WORST

A) WELCOME TO FRAT ISLAND: If your island is next to a large shiny road trip van, packed with loud fraternity rejects and "booth babes" who appear to sign their paychecks with crayons then you may want to contact the head of the event and have them stopped before they start up. Everything from throwing objects onto your island from the roof of their van to hearing "More Than a Feeling" blasted ten times louder than any classic rock song should ever be heard, these dinosaurs of a medical trade show from 1973 should not be invited back to PAX if they (PAX) expect to taken seriously by the modern game community.

B) STORAGE, ANYONE?: We just didn't have enough storage space so bags and coats and even skateboards filled the back of our island which didn't make for a good look and nearly impossible to get in and out of our sole cabinet where our PAX POX giveaways were kept. Next time we will work in some kind of fake power generator that is actually a locker in disguise.

PAX 2010

C) STATIC ELECTRICITY IS NOT A MAD SCIENTIST PROP: IT'S REALLY ANNOYING!: Was it the padded carpet? The dormant Van De Graf generator? The LEDs in our lab coats? Well, whatever it was it was driving us insane. For the three days at PAX, touching a computer, a cupcake or a coworker became some new kind of bizarre weird torture. Frankly, that should be the next UROP project here at GAMBIT, "grounding the static electricity at your game island".

D) THE BATTLE FOR BEING HEARD: Regardless of the above mentioned "Frat Island", PAX was a loud place! So, getting your voice heard while explaining a game was difficult above the glam metal, screaming crowds and giveaway raffles. How do we remedy this? Not sure but maybe fighting fire with fire may have been appropriate. Basically, GAMBIT could've been just a tad louder.


Good, bad or otherwise, PAX EAST 2010 was a great experience; one that tested the cohesiveness and resolve of our lab and gave the gaming community their first public glimpse into all that is GAMBIT.

PAX East 2010 Countdown: Carneyvale: Showtime
PAX East Logo

The big show, PAX East, is 24 hours away and there are still two more games left to showcase as part of our pre-PAX coverage. The next two games were developed at our Singapore lab by graduates from the Singapore-MIT GAMBIT Game Lab's summer program. Carneyvale: Showtime is the first game created by GAMBIT for distribution and sale on a video game console, the Xbox 360 via the Xbox LIVE Indie Games platform. Carneyvale: Showtime has received numerous accolades, winner of the DreamBuildPlay 2008 Grand Prize, Finalist at the 2009 Independent Games Festival, and featured as one of the PAX10 at PAX 2009.

Carneyvale: Showtime will soon be available for the Games for Windows platform, and to celebrate we are pleased to offer the Xbox version at a reduced price of 240 points for the duration of PAX East 2010, starting Thursday at 9PM, Eastern time!

Carneyvale: Showtime Xbox Screenshot

Unlike the first four games showcased this week, Carneyvale: Showtime did not begin with a research question. Instead, the game served as the first commercial game created from one of our summer program's prototype games. Wiip, created during our first summer program in 2007, was a game to explore use of the Wii controller with a specific challenge: create a game based around an expressive physical interface, in this case a whip. Carneyvale: Showtime is a spiritual sequel to Wiip, not just in its art style, but in the use of 'physicality' as a mechanic. Rather than a literal physical interface as in Wiip, Carneyvale: Showtime uses the Farseer physics engine to create a unique experience of acrobatics through a rag-doll physics simulation.

Carneyvale Testing

Aside from the accolades the game has received, Carneyvale: Showtime's other achievement, and what truly makes it a GAMBIT game, is that it was developed in under five months by a young team using an agile production method, Scrum, and with much emphasis put on systematic testing as part of the full development process. For more information on the development process, check out the audio and slides from Lead Programmer Bruce Chia's Postmortem given at Casual Connect Seattle 2009.


Carneyvale: Showtime PC poster

Carneyvale: Showtime will soon come to the Games for Windows platform, featuring:

> New arenas!
> An improved level editor with level sharing with other players.
> More levels! Secret unlockables!

More information about the Games for Windows version will be posted to our site as it comes out.

You can purchase Carneyvale: Showtime for Xbox LIVE today for 240 Microsoft Points (US$3) starting Thursday (9PM Eastern) through the end of PAX via the Xbox Marketplace.

Tomorrow: Snap Escape

PAX East 2010 Countdown: Shadow Shoppe

PAX East Logo

We're only two days from PAX East, but we've got three more games in our booth to tell you about! This next game, like the first three also made during the Summer 2009 session at the Singapore-MIT GAMBIT Game Lab, also serves as a research tool as well as a standalone game to be played on its own. Set in a town where the townspeople have lost their shadows, Shadow Shoppe is a matching game in which the player matches traits (descriptive adjectives) to shadows. Unlike other matching games, this one pits the player not against a preset list of matches, Concentration-style, but against the player's own actions. It is this gameplay that serves as the research tool.

ShadowShoppe - Screenshot

The challenge put to the team of students that created Shadow Shoppe was to create a game to collect character design perception data from the game player. Shadow Shoppe, when boiled down to the basics is a survey. The player is presented with a number of character silhouettes and is asked to assign traits to each silhouette based on the player's perception and judgment of what trait best fits the silhouette. In order for the data to be useful, however, required that the player play the game for an extended period of time. The team went through a number of prototypes and design ideas to try to figure out how to get the data from the player while keeping the player engaged. To satisfy these requirements, the team decided to create a game design that would pit the player against their own memory, to introduce challenge, and wrap it up in an engaging and polished fiction that fit well with the gameplay mechanic.

As part of our Game of the Week video series, Embedded Staff Jason Beene gives insight into the game's development, both in its design and its art style:

This video is also available to watch via YouTube.

You can play this game today, online for free:
Shadowshoppe logo

Tomorrow: multiple award-winner Carneyvale: Showtime!

PAX East 2010 Countdown: Dearth

PAX East LogoOur pre-PAX East coverage continues with another of the games made during the Summer 2009 session at the Singapore-MIT GAMBIT Game Lab. Dearth was an ambitious project for the lab, an attempt to create a two-player co-operative action-puzzler which could be played with either two human players or one human player and one computer-controlled character using an artificial intelligence method that does not require a programmer to create AI behavior by hand, but rather a separate program creates the AI behavior based on the game's rules.

Dearth Screenshot - Level 12 (2-players)The game plays a lot like the old Daleks/Robots game, but with two players instead of one. Each player traverses a maze. They goad the enemy characters into following them, but when two of the enemies are lead into occupying the same square on the maze, they burst, destroying themselves. Or, to use the 'back of the box' language:

Play as the tribal shamans. Force the mysterious water-sucking creatures to smash into each other, allowing stolen water to gush from their engorged bodies and be returned to the land. Plan movements with your partner carefully or be ready to make split-second decisions if things don't go according to plan. The future of the Tribal Lands will depend on how well you work together!

Dearth Screenshot - AI Tutorial LevelThe artificial intelligence method used, a Markov Decision Process (MDP) problem solver, is not new, but until its use in Dearth it was largely untested in the domain of video games. Researchers Leslie Pack Kaebling and Tomas Lozano-Perez from MIT's Computer Science and Artificial Intelligence Lab (CSAIL) and Lee Wee Sun from the National University of Singapore, along with GAMBIT Embedded Staff Andrew Grant met before the student team was formed to discuss exactly what kind of problems an MDP could solve. It was up to the nine-person student team to take this advice and apply it to a video game. Early on it was decided that the game would be the starting point for research into how to use an MDP to solve the kinds of complex problems an AI sidekick would be confronted with.

Without getting too dry on details, an MDP works by taking as input every conceivable state of the world of the game. Meaning for each level, it needs a coordinate representation of where each player and enemy could be. Based on this, the MDP calculates a probability table whereby each possible action is given a score based on how much the action would help the other player (part of the description of the game given the MDP is what actions are helpful). When a human player plays with the AI sidekick, the AI is calculating what move it by looking up on the probability table what action it should take based on where the other player is and where the enemies are. To the human player, they're playing a game in real-time, but if you look at the game from the AI sidekick's point of view, it's a discrete set of moves (turn-based, like chess) but played very rapidly. The difference between this and most AI methods is that the programmers did not code behavior for the AI. The AI character behaviors were created automatically purely by examining the game rules and applying the MDP method onto them. The resulting sidekick AI behavior is unusual, in that it models several strategies that the player could be using, and tries to determine which one is most like the strategy that the player is using.

In the current version of the game, there are four levels that have been tuned to work for single-person (AI sidekick) play. The real meat of the game is in the two-player version, where there are 20 levels available to play with a human partner. The second life of the game is to use the two-player levels to continue to refine the MDP problem solver to solve more and more complex challenges.

As part of our Game of the Week video series, Embedded Staff Andrew Grant gives an explanation and insight into the games' development:

This video is available to watch via YouTube.

Dearth was selected to be in this years' Boston Indie Showcase at PAX East. If you drop by our kiosk at the Boston Indie Showcase booth (#117), you'll be able to see Lead Programmer Alec Thomson impress with his one player, two-handed approach to the two-player game!

Come by the GAMBIT Game Lab's booth (#1119) and bring a friend to play two-player as it was meant to be played: side-by-side on a full-size arcade game cabinet!

You can play this game today, online for free (by yourself or with a friend!):
Dearth logo

Tomorrow: Shadow Shoppe!

PAX East 2010 Countdown: Waker and Woosh
PAX East Logo

As part of our pre-PAX East coverage, I'd like to re-introduce two games made during the Summer 2009 session at the Singapore-MIT GAMBIT Game Lab. Waker and Woosh are practically the same game, that is if you don't consider a game's story, characters, and narrative an important part of a game. That sounds ridiculous right? Of course story is important, what would Quake be without an engrossing storyline and memorable cast of characters?

Okay, that was a cheap shot. But seriously - just how important is story, character, and narrative to you when you play a game? Waker and Woosh were created to explore this idea in a very specific context. The team of students that would call themselves Poof Productions were given a very complicated (and difficult!) task of creating a game that would teach middle- and high-school-age children about two basic physics concepts: displacement and velocity. Actually, they attempted to cover a third, acceleration, but were unable to get it into the game in the 9 weeks they had to develop the two games. That's right: one team of 10 students created two games in 9 weeks!

Woosh Level 1 Screenshot Waker Level 1 Screenshot

The common basis of Waker and Woosh are the controls, the basic mechanics and the levels. In Waker, the player maneuvers a cat-like entity through a dream world of platformer levels, to collect wisps needed in order to awaken a dreamer from her sleep. In Woosh, the player does the exact same thing, except all of the graphics and cutscenes have been replaced with abstract graphics (your cat-like thing becomes a ball) and the voice-over and story explanation has been completely removed! Everything else is the same: maneuver the ball through the levels, manipulate the graphs using displacement and velocity mechanics to create new platforms, and collect the abstract items to get from beginning to the end.

What an odd setup! Researchers Scot Osterweil, Lan Xuan Le, and Eric Klopfer gave the team the challenge to create these two games in order to study whether either the narrative or abstract form of the game is more effective in promoting student engagement with, and understanding of, the physics topics.

We're putting both games on display and side-by-side in our booth so that Expo goers can experience both games at the same time. Let our staff and students know what you think - is the story important? Which game do you like best? At the lab, we're split fairly evenly about which one is our favorite. What this means for the research question, however, we won't know until the researchers publish the study they'll be conducting.

As part of our Game of the Week video series, Embedded Staff Sara Verrilli gives an explanation and insight into the games' development:

This video is also available to watch via YouTube or download for iPhone/iPod

Waker has been featured in various awards and fesitivals, including the Indie Game Challenge and this years' Boston Indie Showcase at PAX East.

You can play these games today, online for free:

Waker Woosh

Tomorrow: fellow Boston Indie Showcase selectee Dearth!

PAX East 2010 Countdown: 7 Days Away!
PAX East Logo

PAX East is only 7 days away?!? I'm back in Cambridge and GDC is but a memory to me now; I vaguely remember having a great time in San Francisco. I haven't been able to process any of the great talks, panels, and parties I went to, I've got work to do!

If you weren't already aware, PAX East is the East Coast edition of the Penny Arcade Expo, a 3-day long gaming convention, that is being held at the Hynes Convention Center in Boston, MA on March 26-28, 2010. Over 60,000 people from across the nation will converge to play together: video games, board games, tabletop roleplaying games, LARPs (Live-Action Role Playing games), card games - basically, anything that has 'game' in the description is fair game.

The Lab is going to have an amazing presence on the Expo Hall. We'll have students, staff, and a few special guests at our booth and at the Boston Indie Showcase booth during each hour the Expo Hall is open.

Boston Indie Showcase

Boston Indie Showcase Logo

Two of the games made at the lab this summer by our students will be demonstrated at the Boston Indie Showcase booth: Dearth and Waker. I don't think there's a link available to the official press release yet, but it's been reported at DIYGamer and Bytejacker so far. We'll post the official link when it's live. Current MIT students who worked on these games will be at the Boston Indie Showcase booth to talk about the process of making games based on research, and how (or if!) their studies at MIT prepared them for it. Two of the staff members will also be present to talk about the challenges they gave the student team and why they were so mean to them.

Special Guests

Special Guests? How special are they? We are featuring five other independent game developers at our booth: Dejobaan Games, Firehose Games, the Learning Games Network, MacGuffin Games, and Pangea Online! Two of these companies, Dejobaan and Firehose are also in the Boston Indie Showcase for their games AaaaaAAaa... and Slam Bolt Scrappers. How exciting! But why are they at our booth? We at the Lab pride ourselves in collaborating with the local game development scene in Boston and New England: everyone from independent developers to larger companies, individual academics and researchers to other institutions' departments, labs, and centers (that's DLC's for all you MIT people out there).

Our booth will be the place to be if you want to see how people in the research and education sector (faculty, researchers, students) can collaborate with the game industry. Each group that we've given space to in our booth is different from the rest and collaborates with us in different ways.

Featured Games

We will also have a number of our games featured and playable at our booth. I'll be posting about them in the days that lead up to PAX East. You can play them all from home today:

Carneyvale Showtime Dearth Shadow Shoppe
Snap Escape Waker Woosh

PAX POX

PAX POX logo

We are also going to be playing a live-action 'big game' during the convention called PAX POX. We've teased about it in a previous post and will have more information about the game (and the live website) in the next week. If you love booth swag, playing this game will be the only way to get ours! (Don't worry - it's fun and it won't hurt a bit.)

It's going to be an exciting three-days and I can't wait for just get it over with! While I was at GDC getting my nails done and enjoying myself, three of the students on my PAX POX team were plugging away making badges for use during the game. We'll have pictures of their travails in the future, but for now, feel my pain. I've been locked in a room for the past week with various people coming up and yelling at me all while I've been trying to set up all of the computing equipment we need for the booth:

Rik Working Hard Setting Up Computers for PAX East

Rik says 'HALP?'

Generoso, our outreach coordinator and otherwise loveable guy, has been driven to beating up on defenseless Mass Art students like Garrett (see picture below). True we've got a great amount of video footage that we'll be featuring in our booth as well as in our Research Video Podcast, but that's no way to treat starving students!

Gene Threatens Garrett With Bodily Harm at Rik's Request (it makes for an exciting photo!)

Generoso and Garrett in a Bonding Moment

Please come by the booth and visit us! We'll be in booth 1119, right next to an admittedly odd (but kinda awesome) crew of exhibitors: Disney, Alienware/Dell, and AMD. Unlike the rest of the exhibitors, we aren't looking to sell anything - we just want to get the word out that Boston is the place for innovative game development and game studies.

Be sure to check out the Boston Indie Showcase on the other side of the hall (booth 117), where another friend of the Lab, Marc ten Bosch, will be demonstrating his IGF-nominated game, Miegakure!

The Expo Hall hours are Friday, 2pm to 7pm, Saturday 10am to 6pm, and Sunday 10am to 6pm.

Friday Games: Keep it Simple Stupid

This Friday Games rant, Andrew Grant will talk to us about simplicity in game design. Citing various examples Andrew will explore how over-complication can be the ruin of otherwise great games. Simplicity and Elegance are what Andrew is looking for, and he's gonna rant about it.

Starts at 4:30 today! Come on by and listen!

GAMBIT Game Lab at GDC 2010, Day Five Video Podcast

From March 9-13th, the staff of The Singapore-MIT GAMBIT Game Lab will be participating in the 2010 Game Developers Conference in San Francisco. Each day a collection of experiences from GAMBIT Staff from the conference will be assembled for this podcast. DAY FIVE, the last day of GDC, begins with a controversial lecture on the positive effects of "Giving up your IP", followed by a GDC overview with CMS/GAMBIT Graduate Student, Eliot Pincus, scenes from the MIT Luncheon and the incredibly entertaining "Jobless Rant".

CLICK HERE FOR IPHONE/IPOD VERSION

GAMBIT Game Lab at GDC 2010, Day Four Video Podcast

From March 9-13th, the staff of The Singapore-MIT GAMBIT Game Lab will be participating in the 2010 Game Developers Conference in San Francisco. Each day