MassDiGi Game Challenge 2013
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The Massachusetts Digital Games Institute, better known as MassDiGi, hosted its annual Game Challenge Friday and Saturday. The event drew independent and student game developers from across Massachusetts. Developers pitched their ideas to judges and potential investors in hopes of winning the grand prize of $2,000 and a package of hardware and software to launch their ideas.
Caleb Garner of Randolph pitched his game “Finger Cane’’ to judges.
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Garner and his team’s prototype for “Finger Cane’’ is modeled after a Japanese game show. Players must navigate their finger through an obstacle course of blades and avoid getting their finger cut off.
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In the first round of the challenge, developers pitched their prototypes to specific judges. In the second round, some teams were able to pitch to the wider group.
Garner and his team offered wounded finger keychains as a prize for volunteers who played their game.
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During the first judging round, each team met with multiple judges for six minutes. The goal of the teams was to carry their game idea through development and into launch.
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Many of the prototypes were video games that involved intricate art designs and challenging levels.
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Not all prototypes involved software. Brian Little of Worcester and his team, Escape Artists, pitched a physical game called, “Escape the Final Trick.’’ The game involved going through a well designed room that required completing puzzles to be able to leave.
Pictured left to right: Christopher Gergler, Rachel Hosegood, and Brian Little are all students at Becker College.
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Artistic displays were highly encouraged. If the Escape Artists win the Game Challenge, they hope to use the money and prizes to build an actual room so the public can play.
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Companies showcased their projects and also publicized open job positions for those who attended.
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Using their own demo material, as well as good old fashioned persuasion, game developers discussed why their game is great and why it would be successful in the marketplace.
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Attendees were able to test out other teams’ games. Trinity Thomas, daughter to one of the event organizers, tried out the game, “Go Home Dinosaurs.’’
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Chris Parsons, product manager at the software company Muzzy Lane, attended as a mentor to teams who were pitching their prototype.
Parsons and his team worked with the publishing company McGraw-Hill to create a series of educational games. Parsons showed off one of the latest games developed called, “Government in Action.’’
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Parsons and his colleagues brought with them a life-sized Jenga game. It was unrelated to any software involved in the competition, but it served as a way to spark creativity and conversation.
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The judges rated the teams and games on four main criteria: Originality, business model, style, and technical overview. The judges looked for the team with the best concept and a clear sense of how they were going to develop and launch their game.
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During the first day of the session, gaming hopefuls met with mentors to perfect their pitches before presenting to the judges.
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To many attendees, the Game Challenge was more than just a two-day competition. It was also a way to network with other game developers and exchange ideas.
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Oleg Brodsky, pictured left, a student at Binghamton University, and Dylan Mayerchak, right, a student at Northeastern University, pitched their game, “Ronin,’’ to managing director of MassDiGi, Monty Sharma.
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Presentiation matters at the Game Challenge. Mayerchak and his teammate presented the pitch for “Ronin’’ in a uniform that helped to underscore the theme of the game.
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Monty Sharma, managing director of MassDigi, served as a judge for this year’s Game Challenge.
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Teams were encouraged to practice their pitch before the Game Challenge and to use visuals such as PowerPoint presentations to keep their pitches concise but interesting.
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Patrick Lindsey, pictured right, and Zoe Quinn, pictured left, pitched their game, “Depression Quest.’’ According to Lindsey, the goal of the game is to help the public understand the symptoms of depression and to serve as a way to reach out to depression sufferers.
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The goal of each team is to get the capital and support to launch their game for the public to enjoy.
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