Celebrating four years of Spring Fighter! This year we’re going big with Daigo Umehara and Seth Killian in attendance. If you’re in NYC, join us for two fighting game legends in conversation. Registration for the tournament and talk is now open! Register here!
Essential viewing, once you get past the overlong introduction. Lukas Litzsinger’s talk at last fall’s PRACTICE conference at the NYU Game Center. Simply the most interesting and detailed reflections on the design of Netrunner that exists anywhere. Watch it now.
Ben Ruiz’s talk on successful
beat’em up mechanics was a master’s breakdown on the mechanics of a beat’em up.
His background as an artist and animator informs his knowledge of the animation
and the design of combat systems in beat’em ups games.
-Each Weapon in a beat’em up can be thought of as a
-Stack visual effects on your “strucked” enemy to give it a
-Animation fundamentals like anticipation are integral to
however, is at odds with game feel.
-Create a rhythm for your attack series.
-Decelerate the series’ rhythm of your combo in the end will
give a lasting impact of the series
Question from the audience:
“Do you take knowledge from real life fighting?”
-Though he does not endorse
starting a real life fight club, he does take stuff from real fighting, and
used to train in boxing.
A really rare look into the tech under the hood in spelunky, and what it means to find the sweet spot in technology design. Andy does a great job of tackling a subject we all deal with, and yet I’ve somehow never seen covered before.
Game Center MFA Students Bring Playstation Game Jam Success to GDC!
A month has flown by since the Team Snakesss Crumble project was picked as a finalist entry for the Playstation Mobile Game Jam at Indiecade East 2013. In that time, amidst numerous academic deadlines for classes at ITP, NYU Poly and the Game Center, the four person team has managed to stay focused on crumbling their way to excellence. After several iterations, the game’s central mechanic has more or less remained intact or, depending on how you look it, precariously fragile. Players pilot a rectangular avatar composed of many smaller pieces that are sheared off and crumbled into space as they move through a series of narrowing obstacles. What has changed more than anything is the level design, which now now includes a surprising twist not seen at the Indiecade event. A good bit of thought and effort has also gone into balancing sub-goals and scaling of the game’s difficulty over time. All of this has opened some new pathways for us to consider how this project will expand in the future.
Writing at the beginning of our final push we thought now might be a good time to introduce the team and their respective roles. Ilya Zarembsky is our programming guru and local curmudgeon, bringing us all down to earth while making our dreams into reality by forging ahead with the PSM SDK. Stephen Clark is responsible for Crumble’s art direction as well as sharing in the level design and audio production roles. Team troubadour, Zeke Virant was essential in designing the game’s original mechanic and has continued to refine this concept and the accompanying level design through rigorous playtesting at the Game Center’s Playtest Fridays, a weekly public playtest at the Game Center’s Game Library. As Crumble’s product manager, Maxim Kolbowski-Frampton has constantly pushed the team to tackle the project’s weakest points, helping to synthesize diverging designs as well as generating audio and art assets for the current prototype.
It’s a little early for a post-mortem but we’ve already learned a lot from the early stages of working on this game. One major challenge has involved becoming more familiar with the SDK. Learning how to manage collisions, garbage collection and splitting up art assets into composite parts has allowed us to dramatically reduce the overall file size and greatly improve the game’s memory load. Because of its extended format, this gamejam has also been a great exercise in following through on an idea. In the end, we had to limit our rehashing of game design concepts in order to focus on the central logic of player experience and, so doing, prioritize those aspects of Crumble that could be improved in the timeframe allowed. We feel incredibly lucky to have been among such tough competition and hope that our final prototype shows our ability to expand this game into a beautiful multi-layered experience, with a broad appeal.
If you’d like play Crumble and meet Team Snakesss at GDC, they will be at the Sony booth and at the Game Center Meet up.
Wednesday: 12PM – 2
Thursday: 4PM – 6
Friday: 11:30AM – 12
Game Center Meet up (And the Tabletop Game Longue)
The scholarship will be funded by the proceeds from the HD stream at EVO, so every person who upgrades to HD will be directly funding a scholarship for someone in the fighting game community.
To receive the scholarship, prospective students will apply to the MFA program when our applications open in the Fall and complete supplemental application material about their involvement in the fighting game community. We’re also considering funding undergraduate studies with the EVO scholarship. Prospective undergraduate students should write to email@example.com to express their interest in receiving the EVO scholarship for their undergraduate studies.
We’re committed to recruiting the very best for this brand new kind of scholarship, so Game Center Program Coordinator Dylan McKenzie will be at EVO 2013 to meet with prospective students. In the spirit of EVO we’ll have our own competitive games there, including undergraduate and graduate work, as well as games commissioned for No Quarter. If you’re at EVO this weekend, stop by our booth at the Indie Showcase in the Bally Grand Ballroom and play Slash Dash, Killer Queen, Field-1, and There Shall be Lancing! Plus our booth will be right next to previous No Quarter games with their own booths, Barabariball and Nidhogg. We’ll be happy to answer all of your questions about making games at the Game Center!
This year’s No Quarter Exhibition marks the first event in the newly founded NYU Game Center X Attract Mode initiative. Five Attract Mode artists have created five awesome pieces depicting some past No Quarter games which will be featured at this year’s exhibition. Check out the talented artists who created the above pieces:
Please join us in welcoming Harvey Smith for the conclusion of 2012-13 Guest Lecture Series on Thursday May 2nd at 7PM!
With a pedigree extending back to the famed Looking Glass Studios, Harvey Smith has been a designer of innovative and lauded games since the mid 90′s. Most recently, he was the Creative Director of Dishonored, one of this year’s most creatively ambitious and well-received games. We welcome you to take part in a conversation with Harvey about how his team’s approach to player-centric and adaptive gameplay has made Dishonored such a success.
We encourage you to bring colleagues and friends, and to come with questions and participate in the conversation. Free and open to the public. RSVP required, register at this link: http://bit.ly/Y22QEL
Beginning on Monday in the Open Library, our student librarians will be curating games that are in conversation with Harvey’s work. The games will be open for play throughout the week and before the lecture on Thursday, so we encourage you to arrive early and play. The Open Library is open Monday – Friday 12PM – 8PM in the lower level of 721 Broadway.
NYU Game Center librarian Andy Sebela has curated an event, C'est La Videogame. The exhibit explores if and how life can be effectively captured in a play experience and aims to define what games can say about the basic elements of our existence.
There will be several games available for play, as well as looping projections of video game births, a weird amount of Tamagotchis, and the general contemplation of existential themes by everyone who attends. Oh yeah, and Seaman.
Seth Killian and Daigo Umehara spoke at the NYU Game Center’s Spring Fighter event last weekend. In this rare stateside appearance from the Street Fighter legend, a surprisingly humble Daigo spoke about what drives him to competete and win, how the support of his father enabled him to succeed, why he’s different from Michael Jordan, and his brief stint packing boxes in a truck. A great conversation not just for Street Fighter fans, but anyone who enjoys sports and competition
Deathmatch by Audio is an event organized by a few of our MFA’s and local developers from NYC.
You’re invited to an evening of music, refreshing drinks, and four of the best local multiplayer games going.
Join us for the celebratory conclusion of the Field-1 and Crystal Brawl cabinets’ tenure at Death by Audio! We welcome all ages, skills levels, and peoples to participate in the joy of the new arcade!
But don’t take our word for it! Matt Albrecht of Indiestatik wrote, “These are exciting times for local multiplayer enthusiasts, especially considering how brilliantly accessible these games are, and yet they have such impressive depth, so many emergent strategies, so much gratifying teamwork. These are true arcade classics, the shot in the arm the arcade scene so desperately needed. Let’s get together and play, shall we?” (http://indiestatik.com/2013/12/09/deathmatch-audio/)
“No Quarter is a opportunity for humans to interact with each other, which is what we do best. Let’s be honest, that’s what humans are about, and that’s what games are about, to a large degree.” - Frank Lantz