January 17

New SGD Course in 3D Data Capture

SGD210

SGD 210 – 3D Data Capture is one of the new courses that you can expect from the SGD program.

This course introduces students to the tools used to capture data in a 3D environment. Emphasis is placed on capturing data from motion capture and/or 3D scanning devices for use in 3D models and animations. Upon completion, students should be able to capture data from a 3D environment and import for use in 3D models, simulations, and animations.

If you are interested or have any questions, please contact our instructors or advisers. More info here!

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January 17

SGD Has Moved!

The CPCC Simulation and Game Development department has moved!

We are still in the Levine Technology Building, but now we are located on the first floor, setup complete with our own lobby so our SGD students have a place to relax and study that is their own. If you are interested in enrolling in our program, please contact any of our instructors or advisers. Marc.tucker@cpcc.edu , Farhad.javidi@cpcc.edu , or Perry.courter@cpcc.edu.

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January 17

http://ww1.prweb.com/prfiles/2007/12/12/285427/logoblack96.jpg

The Carolina Games Summit is about to commence at Wayne Community College in Goldsboro. This event is a full day summit that holds interest for gamers and developers both, as CGS holds about 10-20 classrooms full of the newest gaming platforms and even those dating back to the Nintendo 64 and Gamecube era(Smash and Mario Kart are still king).

The game developers looking for more career related fun will be happy to know that EA, Redstorm, Funcom, Autodesk and more are always there exhibiting and happy to talk to a budding developer.

This is a great place to attend if you don’t have the budget for East Coast Game Conference or Game Developer’s Conference but you still want to put yourself out there and network with some of the industry’s finest.

On another note, CGS is always looking for student volunteers!

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January 17

Game Developers Conference is Looming!

The week long world known conference for game developers is on the horizon. Those who have shelled out the $1500+ or signed up to be volunteers are booking flights and hotels. One of the best AND worst things about GDC is that it has so many lectures and tracks for every facet of game development, it is impossible to go to all of the lectures. Though if you did attend, you can access the GDC vault. A magical repository where they have all the lectures on record so that if you did attend GDC that year, you can log into the vault and watch what you might have missed.

http://www.gdconf.com/img/logos/download/2013/gdc13_logo.jpg

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August 18

The Games You Love Are Ruining Future Game Development

Whenever a big budget title enters the first phases of development it has to go through a great deal of scrutiny.  It needs to prove before square one that it will make back the tens of millions of dollars its going to cost to make (movies and TV are guilty of this too).  The developer has to use things like Metacritc scores and game sales to prove saleability to publishers or financiers in order to get the funding they need to make the game.  Understandably publishers and money people are in the business of spending money to make money and don’t want to take risks on anything they don’t think can make a profit for them.  To be palatable for consideration, games frequently have to be boiled down to “it’s like Bioshock in space”, or “think Farmville with guns”, or some other mash-up of proven successful titles.  This practice of circling around established ideas to create the new content of tomorrow ultimately suffocates creativity at its heart.  It inadvertently paints the picture that if something hasn’t been done before it can’t be done, or if it’s been done badly then the genre is a failure.  Just because a genre hasn’t been well represented before, or because an idea hasn’t been attempted, doesn’t mean the idea can’t be a hit when made correctly.  Yet if a game concept strays too far from the established examples provable through review scores and sales numbers, it frequently makes the game prohibitively difficult to fund even if the ideas fit the game design perfectly.  There’s no way around it, but the good games you love will naturally and inadvertently destroy creativity for games to come.

Read more…

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