• WIG Boston: November Meeting


    Color Love: Or How I Learned to Mess with People Across the Entire Spectrum One of the first question game developers should be asking themselves when designing a game is "What is our color palette?" Color has such an impact on our lives as human beings, but it is rare for game developers to go into a project knowing how to use all of the visible spectrum to their advantage. Comparing games like 'We Happy Few' to 'Shadow of the Damned,' we examine how we can break hearts using colors outside of RGB. Bio: Mercedes Lamb is an Emerson Alumni and current graduate student at Northeastern University in the Game Sciences and Design program. She has been an artist since her very young childhood to today. She is an indie game dev, working on both digital games and analog board games. She has a passion for color as well as writing, and uses both to impact her own way of developing. In her spare time, Mercedes can be found gaming with her twin sister as well as working on her embroidery. She can be reached on twitter at @littleartistan and by email at [masked]. Please RSVP here: https://www.eventbrite.com/e/wig-boston-november-meetup-tickets-76921409005

  • Game Audio Boston - New Synths & Audio Effects for Retro 1-Bit Sound

    GAB meets at Intrepid on the third floor, Room #3150. Folks start to gather at 6:30pm and the talk begins at 7pm. New Synths & Audio Effects for Retro 1-Bit Sound If you are interested in retro-styled video game music and audio, or the creative constraints of 1-bit sound on its own, this talk is for you! The sonic capabilities of many early computers (Apple IIe, Sinclair ZX Spectrum, &c.) were extremely limited: a single digital CPU pin wired directly to a speaker or audio jack. Traditionally, using these "1-bit" audio systems (also sometimes called "beepers" or "PC beepers") has meant sticking to a narrow range of timbres: mainly square waves, pulse waves, and impulse trains. In general, it is difficult to achieve polyphony or layered sounds with these systems, and they lack standard audio effects like filtering, EQ, and feedback delay. In this talk, I will first review some of the classical approaches to 1-bit music. Second, I will demonstrate my own process for composing 1-bit music in a modern workflow, using Ableton Live with custom DSP code written in Max For Live / MaxMSP / Gen~. Finally, I will describe the design of some of my custom 1-bit synthesizers, audio effects, and mixers. Special emphasis will be placed on a new variant of sparse noise I developed called "Crushed Velvet Noise," which is especially useful for 1-bit music. Dr. Kurt James Werner does research related to virtual analog, the history of music technology (especially analog drum machines), 1-bit music, & sound synthesis. As part of his Ph.D. at Stanford University's Center for Computer Research in Music and Acoustics (CCRMA), he wrote a dissertation entitled "Virtual Analog Modeling of Audio Circuitry Using Wave Digital Filters," using the classic Roland TR-808 bass drum circuit as a case study. As a composer, he works with chiptunes, musique concrète, circuit bending, algorithmic/generative composition, & breakbeat. He spent several years in Northern Ireland as a Lecturer in Audio at the Sonic Arts Research Centre (SARC) of Queen's University Belfast, and just started a new position as a Research Engineer at iZotope, Inc. in Cambridge, MA.

  • Boston Indies! Talk by Kellian Adams of Green Door Labs

    Ray and Maria Stata Center

    Join us on Monday night for an exciting talk from Kellian Adams, founder and CEO of Green Door Labs. Green Door Labs is responsible for producing some of the most exciting game-meets-theater work in the city, including the seasonal (and usually sold-out) production of Club Drosselmeyer, now it its 4th year for the 1942 season, with a continuing storyline from year to year. Description: When we design a game, what do we want our players to walk away with? What information do we want them to retain? What actions do we want them to embody and what's the easiest way to get there? In short: how do we as designers know when our design has "won"? Each of Kellian's interactive pieces has target learning goals behind it and a replicable method for getting there, informed by years of teaching middleschool and then more years of working hand in hand with museum educators. Kellian will talk about immersive theater and location-based experiences (of course) but she'll also talk about her methods for "hiding" tangible learning goals, sometimes for serious or difficult topics, into game design. Come by and talk about cool stuff- and also see how a lesson plan can help inform your game design. Speaker Bio: Kellian Adams Pletcher is the founder and mastermind of Green Door Labs, a company that creates games and great adventures, often in physical spaces, usually related to arts, culture, history and education. A former middleschool teacher, Kellian started Green Door Labs in 2012 and has since built location-based games and immersive experiences at places like the Smithsonian, the Metropolitan Museum of Art, Mount Rushmore, the Detroit Institute of Art and over two dozen university libraries. In 2016 she made her first foray into immersive theater with Club Drosselmeyer, an interactive Nutcracker in Swingtime (www.clubdrosselmeyer.com), which has progressed each year since 1939 and is currently living in 1942 for this December. Kellian is the guest co-chair for the Museums and the Web conference and teaches game design at Northeastern University. Check out her escapades at www.greendoorlabs.com or www.edventurebuilder.com. ---- Please note: By attending our meetings, you agree to our safe space policy (https://www.meetup.com/bostongamedev/messages/boards/thread/52148752)

  • Boston Post Mortem - Light Up Your World


    Working on a personal project or prototype you'd like to get feedback on? Show it off at with a mini-demo before the main speaker! Signups here: https://forms.gle/MK2CHTXrUi3dejdy5 DESCRIPTION: Have you ever wondered how to make games that both look and run great? Riley will be going over lessons learned working with modern game engines like Unreal Engine 4, Cryengine, and Unity both independently and collaboratively. In the talk, Riley will share his experience lighting game environments. In addition, he will discuss how and why proper lighting techniques are so instrumental in next-gen games, how to go about optimizing lighting and post-processing effects to get the best balance between performance and quality, using lighting as a narrative aid, and tips in tricks used in AAA projects such as God of War (2018), Horizon Zero Dawn, and Quixel’s Rebirth animated short film. ... Riley Lewand is an undergraduate student at Fitchburg State University who has been working as a freelance 3D artist for over seven years. In that time he has created content and worked with numerous business and startups from across the country including international companies such HLW International, Broadway.com, and Key Brand. In addition, Riley has created content that has been used in numerous AAA and indie titles during his 2-year ongoing time freelancing for CGTrader.com Aside from freelancing, Riley is a 3D Generalist with a focus on technical lighting and rendering optimizations in next-gen game engines such as Cryengine and Unreal Engine 4. In doing so, he has spent more than half of the last decade devoting his spare time to researching and continuously testing how modern game engines handle lighting, and how best to balance the performance costs with visual quality. In addition to his work in game development, Riley has spent time working as a NASM-certified personal trainer as well as an acting coach. He is also currently working on an unannounced Action-RPG title influenced by the writings of cosmic horror author, H.P. Lovecraft. MINI-DEMO GUIDELINES: - These presentations are for teams seeking feedback on projects currently in development (e.g. testing a game mechanic, tweaking an art direction, etc), NOT advertisements for your game releasing on Steam. - We encourage audience participation! Want to see if a mechanic feels sufficiently juicy? Invite a guest up to try it out! - Please keep your presentation under 5 minutes in order to leave time for feedback and for other presenters. - Please come prepared! If your game is on pc, have a playable build ready. If it's on mobile, please bring whatever equipment you need to connect to the big screen. - Please be a respectful audience and give constructive feedback.

  • Women in Games Boston - Demo Night

    Intrepid Pursuits

    Join us for a demo night! Have a game you'd like to share? Bring it! Want to see what local devs have been working on? Come play games and get a peek behind the scenes! Completely free! Open to all! RSVP: https://www.eventbrite.com/e/wig-boston-october-demo-night-tickets-74282606275

  • Game Audio Boston - Procedural Audio

    Intrepid Pursuits

    GAB meets at Intrepid on the third floor, Room #3150. Folks start to gather at 6:30pm, and the talk begins at 7pm. Procedural Audio: Synthesizing Your Game Join us for a discussion on procedural audio in games. We'll explore where we've been, where we're going, and feature a look at Tsugi Studios' new procedural sound design tool, GameSynth. This software is designed to help make procedural audio more accessible both in the design process, and a plausible solution in a shippable product. Join us for a deep dive into the future of procedural audio for games. Eric Hamel is a freelance sound designer, composer, and jack-of-all-trades game developer in Boston. His work has been featured at PAX, BostonFIG, the Google Play Indie Festival, and IndieCade. He's also co-founder of Boston-based Indie studio Worthing & Moncreiff. As a graduate of both the Boston Conservatory and the Entertainment Technology Center at Carnegie Mellon University, Eric continues to explore interactive storytelling in the Digital Arts.

  • Boston Post Mortem - Work/Game Balance

    222 Third St

    Petricore was founded in 2015 by a group of recent college graduates, and since then has done over $1 Million in contract work sales for customers both in and out of the games industry. Through that, they've also been able to develop and release multiple of their own mobile games, and are currently developing a console/PC title called DogFight. This talk will cover how they've been able to successfully operate for over 4 years, alongside advice and practical examples of how you could do the same. Ryan Canuel currently serves as CEO of Petricore, Inc., the company he founded in 2015 just before graduating from Becker College. Petricore develops digital games and software applications for worldwide clients in the digital games, exhibit design, and advertising spaces. The company has released three games, Mind the Arrow, Gelato Flicker, and Battery Boy. All have earned various accolades, and share more than 800,000 downloads. Ryan was named 2015 entrepreneur of the year by the Worcester Regional Chamber, the 2017 Rising Pixel by Playcrafting, and the 40 under 40 Class of 2018 by the Worcester Business Journal. Ryan currently serves on the alumni board for Becker College, the review board for the Greater Worcester Community Foundation Creative Spark grants program, and the board of advisers for MassDiGI. ALSO, some announcements... 1. Can't make it to the meetup? BPM will now be streaming our talks online through Facebook Live, so that you can still watch, ask questions, and participate! Just keep an eye out for the notification that Boston Post Mortem is streaming. 2. Are you working on a personal project or prototype you'd like to get feedback on? Starting at this Tuesday's meeting, up to 3 devs can demo their project at the front and get feedback from the audience. If the sign-up fills up, don't worry - you'll automatically be put on the list for the next time. https://docs.google.com/spreadsheets/d/1hbsKGvjtSaVJBT2M9HLNhdthIjySQ9WOIToOK603kbA/edit#gid=0

  • [Women in Games Boston] Being and a Parent and a Game Dev

    Description Join us for a stellar panel about the unique challenges (and joys) of parenting when you work in games. Come hear from our panel of developers and designers about how their families have influenced their art, how they make time to remain gamers, and work-life balance — an invaluable skill for parents and the childfree alike! Bios: Ken Gagne is the host of the Polygamer and Transporter Lock podcasts, a faculty member in Emerson College's publishing department, a freelance writer for Computerworld.com, and a project manager for Automattic, developers of WordPress.com. He has interviewed hundreds of people about computer history, making music, online publishing, crowdfunding, multiple sclerosis, and mental health. Aerin Artessa is a mother of two and a veteran of the games industry with nine years of experience working on UI/UX for mobile games. Currently she is a Senior Designer at Disruptor Beam where she mentors junior designers and leads up UI/UX for an upcoming game. When she isn't being a parent or working, she somehow trains for triathlons and begs her wife to play board games with her. Darlene Barker worked for Compaq, HP, Dyn, Teradyne and Oracle while earning her undergrad and master's degrees in computer science from the University of Massachusetts Lowell, after which she started her own game development studio, DB Attic Studios. Her company, where she makes video games with her four children, released its first game, Stinky Snake, within two years of operation; they are currently working on a new game tentatively titled Penny's Story. Amanda Gardner is the Narrative Director and Co-Founder at The Deep End Games, whose debut title, Perception, launched in 2017 on all major platforms. She is a mother of four, a meditation teacher, wellness expert, and nationally recognized speaker in the field of self-care and mindfulness. Jeffu Warmouth is a contemporary media artist and professor of game design at Fitchburg State University. His interactive, video, and installation artwork investigates the nature of play, and has been featured at galleries, museums, and festivals worldwide. He plays — and sometimes makes — games with his two sons, Alex and Ben. Their most recent project, Twinchworm, was created for the Extra Credits Game Jam earlier this year. All are welcome! Get your free tickets here: https://www.eventbrite.com/e/wig-boston-september-meetup-tickets-69868565761

  • Boston GameDev Summer BBQ & Potluck 2019

    Danehy Park

    More info and RSVP: https://www.facebook.com/events/369394613762724/