On November 25, game studio seniors presented the 23 capstone games that they’ve been working on for the past semester with their teams. A panel of game professors selected 8 games to move forward to next semester. Students who worked on the games that have been cut will join the teams that moved forward. Next semester, the 8 teams will present their polished games.
At Champlain College’s 2019 Elevator Pitch, students from all majors and years competed to pitch ideas to “executives” in a fictional elevator. The 12th annual Elevator Pitch finals took place on March 5, where 20 finalists competed in four categories—Entrepreneur, Game Developer (pitched to Associate Dean for Administration Dr. Roz Whitaker-Heck), Job/Internship Seeker, and Nonprofit/Social […]
Champlain College game students and faculty were featured in a Burlington Free Press article that was picked up by U.S. News. The article, which was written by Nicole Higgins DeSmet and published on March 18, explains how many Champlain game major graduates find that they have to leave Vermont to find well-paying jobs related to their majors. […]
Several faculty members read from their work to an audience of other faculty and students from the Professional Writing program and other programs on Friday, Jan. 19. Students heard the writings of Kel Bachus, assistant professor of Game Design, Rachel Carter, Professional Writing adjunct, Brian Murphy, Core Division assistant professor and Jericho Parms, Professional Writing […]
Champlain College’s Sandbox team at the Emergent Media Center (EMC) has partnered with ECHO, Leahy Center for Lake Champlain and Generator maker space to create an interactive exhibit at the aquarium. The exhibit, called “Innovation Playground” includes three of the EMC’s recent projects: Spacebox, Graffiniti, and Variance. VermontBiz recently published an article about the exhibit, […]
Imagine waking up for the best field trip a student could ever picture. For the entire first year cohort of Game Design students that is exactly what they had in store a week ago when all of them packed in to buses and traveled to The American Classic Arcade Museum (ACAM) in Laconia, NH. This is an annual trip that Jonathan Ferguson, assistant professor of Game Design in The Game Studio, organizes as a way to jump-start the students’ interest in game history.
Each year they organize a panel of professionals in the game industry to talk with the students. This year, the staff and students were especially excited because they would all be meeting Warren Davis, the creator of the popular 1982 Q*bert arcade game. Q*bert has become a beloved character and classic arcade game over the years because of its 2D action elements that give it a pseudo-3D effect. For a gamer, this accomplishment was mind-blowing and has been replicated many times since.
The students were excited to ask him where his inspiration came from and how he feels about the game industry today. They were also excited to be spending the whole day at an Arcade. Past Game Design student Austen London had this to say about his trip two years ago, “First year classes all pretty much blend together in my mind at this point, but the trip to ACAM is a day I’ll never forget. In high school I would have done anything to get a field trip to the arcade. That experience made me appreciate Champlain and my program even more.”
This year the trip took place the first week of October and, as always, the students had a blast.
Exploring virtual worlds through the eyes and nose is becoming a reality. For the past six months, a team of students from the Emergent Media Center have been working on creating a multi-sense virtual reality experience with an emphasis on scents. The experience is called “Eden” and is set in an upscale cocktail bar. There […]
Traveling through space has never been easier. All that is needed is a cardboard box and a little imagination thanks to a group of students and faculty from the Emergent Media Center. The team created the SpaceBox Game which is a full-body interactive game where players sit in a box and control the on-screen rocketship with their movements. To reach the goal, players have to dodge asteroids and avoid enemy ships.
With the help of an agent, the team applied for a patent to the United States Patent and Trademark Office and it is in the pending process. SpaceBox is currently featured at ECHO Lake Aquarium and Science Center as part of their Innovation Playground exhibit. It also will be displayed after Sept. 25 at the Chicago Design Museum as part of their“HEY! PLAY! Games in Modern Culture” exhibition.
Champlain College Hosts Game Program Alumni Exhibition
How does the world you play in a video game come to life? What is it like to have a career in the video game industry? On Monday, Nov. 14 Champlain College’s Communication and Creative Media Division hosted the Game Program Alumni Exhibition. Two alumni, Joshua Terry, a 3D environment artist, and Justin Superty, a senior artist, were invited to speak at the exhibition to current students in the game studio.
The event consisted of portfolio reviews, a presentation and Q&A with Terry and Superty about their careers at Raven Software and more. Donovan Violette, a senior Game Design major at Champlain College, attended the event and noted that, “It was a really worthwhile experience to be exposed to someone who had been in the industry, but was also a real person who I could comfortably go up to and chat about various things relating to the future.” – Contributor, Caitlin Ludke, ‘17
(Joshua Terry) (Justin Superty)
Screens Unplugged Plugged
This exhibition by Champlain College game design professor and artist Joe Manley presents artwork with two distinct life cycles, “unplugged” and “plugged.”
Featuring clusters of hand-sculpted, organic nodules, these ceramic wall sculptures were created during Manley’s Spring 2016 sabbatical as a visiting artist/professor at the University of Colorado, Boulder. For the first week of the exhibition, the artwork is presented in its original unplugged state. On Friday November 18th, they are then transformed using microprocessor-driven digital projection-mapping into an interactive environment composed of myriad tiny “screens”. Through this metamorphosis, Manley examines our increasingly complex interactions and relationships with screens — both on and off.