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A member registered Mar 01, 2020 · View creator page →

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Apologies on the delay, that material is fine to use!

Deliverables expected for Music Competition

1) Itch.io page created and joined
Page absolutely does *NOT* need to be pretty - it's an access point for panelists to get to your work and that is all. That being said, teams are ABSOLUTELY encouraged to personalize it and make it their own if they WANT to. (also of note: it's not an explicitly scored criterion item, it's just an "is it present" checkbox)

2) Powerpoint filled in that goes over process, shows track info, etc. - We will be pushing out a downloadable template *SOON* (possibly as early as tomorrow) that should just be "plug your info here". Our intent is that completing the powerpoint should take minutes, not hours. Like the itch page - "pretty" is absolutely not a requirement but teams can feel free, again it's to convey information to judges and is a non-scored "checkbox" element. Powerpoint may be edited to expand/consolidate sections, change order, add more content, etc as long as all required information is present.

3) Raw data files ('project bundle') of your work in 'native' format for whatever software package(s) you used. This is *NOT* part of your submission but Advisors should have it available in case it's requested.

4) Background music track between 90 seconds and 4 minutes long, in either .WAV or .MP3 format. Background music should be appropriate for either (team choice) a Film or  Game.

5) OPTIONAL Deliverable: Video file of your Audio "in context" (either the film/animation or game it goes to). If it's a Game, please pre-record gameplay so judges are able to just watch footage as opposed to playing it themselves, as with previous elements we're not looking for "finely edited gameplay/video" we're looking for "this gives us context". Five minute maximum for video file.

Presentation

Teams that have a project for context (game/film/animation created) should share enough of the Product to hear all of the audio in context (for games, please share a prerecorded sequence that includes the various sounds, we don't need the entire gameplay. "Skipping" areas of the game to get straight to the areas where audio used is encouraged). 

Teams that do NOT have a context Project (team worked independently of any game/film teams) should ideate a theoretical project (fitting the prompt) that they are adding sound to and describe to judges well enough for context. This does not (and should not) be "every detail about the project, at length", it should be "enough to give the judges a context to work with" so they can visualize how the audio would add immersion to that hypothetical experience. 

Example: "Our song for 'artificial but not intelligent' is intended for a film about a robot dating service that does an incredibly bad job matchmaking. This song would play over a montage of our protagonist robot going on a series of increasingly bad dates, and just after he deletes the app he literally runs into (actually crashes) his perfect robot date" (cue music)

The provided* powerpoint is intended as a guideline for structuring the presentation in addition to being their "collection of evidence". (* will be provided soon)

(2 edits)

Deliverables expected for SoundFX Competition

1) Itch.io page created and joined Page absolutely does *NOT* need to be pretty - it's an access point for panelists to get to your work and that is all. That being said, teams are ABSOLUTELY encouraged to personalize it and make it their own if they WANT to. (also of note: it's not an explicitly scored criterion item, it's just an "is it present" checkbox)

2) Powerpoint filled in that goes over process, shows track info, etc. - We will be pushing out a downloadable template *SOON* (possibly as early as tomorrow) that should just be "plug your info here". Our intent is that completing the powerpoint should take minutes, not hours. Like the itch page - "pretty" is absolutely not a requirement but teams can feel free, again it's to convey information to judges and is a non-scored "checkbox" element. Powerpoint may be edited to expand/consolidate sections, change order, add more content, etc as long as all required information is present.

3) Raw data files ('project bundle') of your work in 'native' format for whatever software package(s) you used. This is *NOT* part of your submission but Advisors should have it available in case it's requested.

4) Sound FX files: Team may choose to either set up SoundFX for a film or game (following corresponding list below). Students must complete (at minimum) 8 SoundFX, five of which are required and three of choice from the "Optionals" list. If Product does not have a relevant context for a specific sound (for instance, a game where character only has basic movement, so 'alternate movement' is impossible), create an appropriate sound effect for "if that DID exist, what would it sound like?".

Game Required Sounds (All 5):

  • Button Click
  • Character moving (player and/or enemy 'walking')
  • Alternate movement (jump, run, crawl, etc)
  • Interaction (open, shoot, etc)
  • Background environmental sound(s) (SFX, NOT background music)

Game Optional Sounds (Pick 3):

  • You Lose
  • Death
  • Hit ('take damage')
  • Pickup item
  • You Won
  • Mouse states:
    • hover (button/ui)
    • Down state
    • Exit state → leave (button/ui)
  • (Game/prompt specific)
  • (Other: REQUIRES PREAPPROVAL, with intent that anything that gets cleared would be added to the optionals list)

Film Required Sounds (All 5):

  • Room tone - the consistent ambience of a space; ventilation, heater appliances
  • Background Sounds - ambience or background sound should BLEND crowd size, room size, activity
  • Foley Sound Effects -  rustles, footsteps, props, body grabs
  • Crowd or people sound in the scene space
  • User Interface Sound Effect - apps, video games, websites, and interactive media sleek, modern and intuitive with high quality UI/UX sounds.

Film Optional Sounds (Pick 3):

  • Weather Sound Effects - all weather patterns including wind, rain, thunder, storms, snow & beyond
  • Vehicle Sound Effects - driving, flying, sailing, trucks, buses, and motorcycles, engine, wheels doors interior or exterior sounds
  • Door Sounds, front door to a house, a metal portal on a spaceship, or a creaky wooden door to a creepy basement
  • Static Sound Effect - robotic radio static, scans, morphs, risers and more
  • Animal Sound - outdoor and domestic
  • Scary Sound - Doorknob rattles, floorboard creaks and wind sounds
  • Sci-Fi Sound Effects - aliens, spaceships, robots, outer space, and all things futuristic
  • (Game/prompt specific)
  • (Other: REQUIRES PREAPPROVAL, with intent that anything that gets cleared would be added to the optionals list)

5) OPTIONAL Deliverable: Video file of your Audio "in context" (either the film/animation or game it goes to). If it's a Game, please pre-record gameplay so judges are able to just watch footage as opposed to playing it themselves, as with previous elements we're not looking for "finely edited gameplay/video" we're looking for "this gives us context". Five minute maximum for video file.

Presentation

Teams that have a project for context (game/film/animation created) should share enough of the Product to hear all of the audio in context (for games, please share a prerecorded sequence that includes the various sounds, we don't need the entire gameplay. "Skipping" areas of the game to get straight to the areas where audio used is encouraged). 

Teams that do NOT have a context Project (team worked independently of any game/film teams) should ideate a theoretical project (fitting the prompt) that they are adding sound to and describe to judges well enough for context. This does not (and should not) be "every detail about the project, at length", it should be "enough to give the judges a context to work with" so they can visualize how the audio would add immersion to that hypothetical experience. 

Example: "Our song for 'artificial but not intelligent' is intended for a film about a robot dating service that does an incredibly bad job matchmaking. This song would play over a montage of our protagonist robot going on a series of increasingly bad dates, and just after he deletes the app he literally runs into (actually crashes) his perfect robot date" (cue music)

The provided* powerpoint is intended as a guideline for structuring the presentation in addition to being their "collection of evidence".
(* will be provided soon)

Nope, it's recommended :)

Advanced Media Entertainment Society

2024 High School Video Game Design Showcase

Overview

Advanced Media Entertainment Society is pleased to offer the opportunity for high school students in comprehensive or skill center programs to compete against each other in a video game design competition. Scholarships may, pending funding, be offered to top ranked team(s).

Dates

Defined dates being used for rules are: 

Starting Date: 3/11/2024

Final Team Selection Date: 5/9/2024

Showcase Date: 6/1/2024

Requirements

Students wishing to participate in this contest must meet the following conditions:

  • Students must be current High School students who have taken (or are currently taking) at least one Video Game Design, Animation, or Computer Science Course (or locally authorized equivalent). Students who have taken a Skills Center or other 540-hour program may NOT participate in the Comprehensive (90-180 hour) contest. Students who have taken multiple years of a Comprehensive program above 540 hours MAY compete at Comprehensive level if they have not also taken a Skills Center or other 540-hour program.
  • Students may work in teams of up to five students who meet the above standards.
  • Students must have an Instructor/Advisor who has registered to participate in the Showcase.

Application Materials

Applicants must submit all of the following items to their instructors before the local due date, which must be no later than Final Team Selection Date:

1.   A project for review by the Video Game Design Advisory Committee as detailed below.

2.   Endorsement from the program instructor that indicates that, in the teacher's best good-faith judgment, the student produced the project by themselves with no direct assistance from the instructor or outside assistance (reference books, websites, videos, etc. ARE acceptable) and that the work was performed during the 2 months of the competition. All competitors entered into the competition by their instructor are assumed to meet this criterion.

Showcase Project

Applicants must submit a game they have personally produced without direct assistance by their instructors or others.  All work is to be completed between the Starting Date and Showcase Date.  Because this is a competitive event, the expectations for this project are also very high: the game should not be merely functional but must be well designed, entertaining, and complete.  In all respects this project is expected to reflect the high professional standards of the industry.

For the project, applicants are required to provide the following:

  1. Compiled EXE or equivalent
  2. Source code for an approved environment and language
    1. Approved environments: Unity, MonoGame, XNA, Lumberyard, Unreal Engine, ProjectFUN Editor 1.5, ProjectFUN Editor 2.1, Godot, Zero Engine, and Construct (Comprehensives only)
    2. Approved languages: C, C#, C++, Python, Java/Javascript
    3. Source code should NOT be submitted to contest, but instructor should have it available if requested.
  3. Other programming tools may only be used with prior approval of the Advisory Committee, when requested by the instructor.
  4. A short gameplay video with any project commentary. Video may be no more than 10 minutes long (5 mins is preferred).
    1. High-Quality, polished video production is NOT an expectation of the project. It is recommended that participants use a free screen capture program such as OBS and narrate over gameplay.
    2. The intent of this portion is to give judges understanding of the gameplay and student process while they're evaluating games. This is not an explicit "graded for points" component, but is used to contextualize things in their game. "Raw" voiced-over footage is more than adequate for this requirement.
  5. An itch.io page for the game, submitted to the Showcase "game jam" site. 
    1. Page should include, at a minimum:
      1. Downloadable copy of game (or browser-playable version)
      2. Video (link or stream)
      3. Gameplay instructions
    2. It is recommended that teams create, at a minimum, a placeholder page submitted to the jam as early as possible. 

Applicants have the flexibility to define many details of the game, within the broad requirements of the prompt.

Each project will be evaluated according to the judging criteria rubric (separate document)

Method of Submission

Game should be downloadable OR playable online via the project's itch.io page along with video no later than Final Team Selection Date. Source code should also be turned in to team's instructor. Incomplete submissions will not be evaluated.

Presentation

The winners of the local contests will be determined at the local level no later than Final Team Selection Date. Advisory Panel ("Judges") will screen videos and play games prior to the Showcase Event. During Event, Judges will provide feedback and/or Q&A with individual teams before "locking in" their final scores. Once Judges have finalized their results, competition winners will be announced. Prize announcements may be delayed as much as one week.

Advisory Panel will make the final decisions on the contest winners (and resultant scholarships, if available, including the right not to award any scholarships if no qualifying games are shown).

For More Information

If you have further questions about the 2023 Showcase, please contact Nellie Hughes at nelliemhughes@gmail.com

Rules Addendum I: Preapproved tools

To streamline approvals, the following tools/plugins are considered pre-approved for use in the Showcase Contest.

 

  • Any built-in Unity tool delivered through the Package Manager
  • Unity First Person and Third Person controllers (Unity Standard Assets) may be used by Comprehensive program students. Skills Center participants should be generating their own controller systems.
  • Unity Water related assets in the Unity Standard Assets. *
  • Mixamo (Adobe) tool for generating Animations
  • Sound Files (both SFX and Music) and Fonts may be sourced pursuant to applicable copyrights but must be cited. For example, Creative Commons music may be used, but using a song from a CD may not. Note that even if the license allows non-cited use, that use must still be cited for the contest (Either in documentation or “credits” screen(s) )
  • GameLab (code.org) may be used by Comprehensive teams. It is the committee’s recommendation that this be used for first year teams only, although that is not a “rule”.
  • "2d Extras" Unity-managed asset package 
  • Unity A* Pathfinding Package
  • "Editor Cools" asset pack for Unity

Ed. Note: Unity Standard Assets in general are a very large “mixed bag”. Committee will attempt to make an Approved/Denied list at the earliest opportunity. In the short term, advisors may give a preliminary evaluation of standard assets pending formal approval to streamline the process. Benchmarks used by the Committee are “Should the students reasonably be expected to create this on their own?” and “Is the asset complementing student work or overshadowing it?” Things like basic texture packs, standard models, basic particle systems, standard controls, etc should be created by students. Advanced tech that augments visuals but doesn’t “replace” them – water system is a good example – are acceptable.

Rules Addendum II: Non-Team Asset Work Contrubution

If other students who are not directly on the team want to contribute an asset, but do not want to contribute on the team itself..

  • Out of team assets from students are allowed as long as the total non-direct team member additions to the project are less than 10% of the total project itself. This includes all aspects of the game, and everyone who has worked on it must be credited, along with their contribution. 
  • Contributions to team in the form of Acting, Voice Acting, and/or playing an instrument do NOT count against "Team Size" requirements, providing that their contributions are limited to the above listed duties. Note that writing/direction/composing/etc are all considered "out of scope" for this rule (for instance, a Team Member writing a song and having a non-team member sing it is OK, a non team member singing an original and/or copyrighted song is not - they either count as part of the 10% above or are counted as a Team Member due to the writing performed)

Please use this thread to request use of TPA in your games. Anything not explicitly approved in the rules NOT produced by the team itself should be pre-approved here first.

Exception:

Music and/or Sound Effects that are used consistent with their respective copyright *AND* cited within the project (credits page/etc) do not need pre-approval.

Scoring Rubric for Animation competition:

https://docs.google.com/document/d/1hDN3gc_jcOgAtfLyduxHeqbQB07K0nuLVDch-VO5xSM/edit?usp=sharing

Scoring Rubric for Game Design:

https://docs.google.com/document/d/1iERAgEZfJQplx3Xnf83BDQWhXWpl-5hBVPBdwvJ5VC4/edit?usp=sharing

Link to the Scoring Rubric for the Film Competition:

https://docs.google.com/document/d/1yUKG8yzidAikMcyjksdm0nff95LAEpfBXQJF3suiP0U/edit?usp=sharing

Yup. It fits our criteria!

Like editor tools above, you need to cite it in credits/documentation but otherwise you're good to use it :)

Two at this time.

There are no rules against being on multiple teams, in fact we've had a student on two teams who placed in both! (that was the game competition, not film, but the rules are essentially the same)

Having said that: Our RECOMMENDATION is to not do that unless there's extenuating circumstances - the student above was in a game art class in one period and a game programming another period, so entered once in each class.

Ultimately it's up to the teams' advisor *BUT* our recommendation would be "no". An exception might be something like sound - there's not enough sound people in the class to put one on each team, but one sound person splits themself across a couple teams. IMHO in any other case the time would be better spent upgrading/polishing/etc the 'first' game rather than being part of two. There might be other extenuating circumstances and rather than AMES nitpicking every possible scenario we're recommending "no unless there's an extenuating circumstance" and we're going to accept whatever the team advisor deems "extenuating".

Generally speaking, no you can't. There's a limited amount you can do under fair use (but not use the whole song generally), but since we're publishing your videos on itch, linking to website, etc, we have to be able to do so legally. 

Approved: "Editor Cools" asset pack for Unity (see Q&A thread)

Please use this thread to request use of TPA in your games. Anything not explicitly approved in the rules NOT produced by the team itself should be pre-approved here first.

Exception:

Music and/or Sound Effects that are used consistent with their respective copyright *AND* cited within the project (credits page/etc) do not need pre-approval.

Third Party Assets (TPA) need to be approved prior to use but in many cases CAN be used per the rules. Answering more broadly so if other people have similar questions:

The general criteria is that TPA requests should NOT be things that students should reasonably be expected to do at their level (for example, character controller assets should not be used by skill center students) and shouldn't be such a substantial part of the game that students weren't responsible for their own key features. There should also be no "licensing barriers" involved in using the assets.

Given that, after review we feel comfortable approving the "Editor Cools" asset for use in the contest, providing that it is cited as being a tool used in your credits and/or documentation. Although that is not a hard requirement of the asset itself, it's part of our rules for TPA use.

1920 x 1200 is the native resolution on that projector.

Given that, I would recommend teams NOT exceed that resolution, and if you're going to scale down you should stay at 16:10 ratio.

960x600 might be easier for teams as it will scale nicely and is an easier pixel size to work with.

@Kirukle:

There are no rules against being on multiple teams, in fact we've had a student on two teams who placed in both!

Having said that: Our RECOMMENDATION is to not do that unless there's extenuating circumstances - the student above was in a game art class in one period and a game programming another period, so entered once in each class. It'd be a violation of the spirit of the rule to have the same team enter the contest with two different rules (and I would hope that their advisor would say "we're not gonna do that here").

Ultimately it's up to the teams' advisor *BUT* our recommendation would be "no". An exception might be something like sound - there's not enough sound people in the class to put one on each team, but one sound person splits themself across a couple teams. IMHO in any other case the time would be better spent upgrading/polishing/etc the 'first' game rather than being part of two.

Thanks for the question!

So the team limit rule (3 for ani, 5 for film) is how many "Team Members" (ie., people) you may have, not "roles" - one person could do any number of roles. Going over the team limit (for example, six people work on the project) disqualifies your team from the competition... but if there's three people on their team and they do twenty things each, that's still only three members and you're fine.

There are two exceptions:
1) A person who is *ONLY* an actor (being filmed, voice actors, or motion capture if your school has a rig) and has NO other part on the project doesn't count towards your total team members (So, for example, one of the films last year had 5 team members and like 60 actors). IF the actor has other roles on the team they're counted as Team Members like normal.

2) If you have a friend work on sound effects or music, and they have NO other role on the team, they also don't count (although they would be disqualified from winning awards because they're not part of the team). Essentially, that's "sourcing" audio (which is allowed), you're just sourcing custom audio instead of getting free audio from the web.

Technically speaking, a friend working on sound/music AND acting would still not count against your team member count (assuming those were the only things they did), because they're doing two "not counted" jobs - but again that person wouldn't qualify for awards because they weren't part of your team.

Inversely, if there is a person on your team that you *DO* count, that only does those things (acting and/or sound) is still a team member if you choose to count them, and would then qualify for awards because they were counted as part of your team.

Intent: The INTENT of this rule is for film (but the other categories have similar rationale) where the focus of the competition is writing/direction/editing/etc - but some ideas (like "The Perfect School" last year) would be functionally impossible if you couldn't have more than 5 people on your project (they needed "extras" to make the school feel real) - but those people aren't really "working on the project" with you for 8 weeks, they show up and do their thing and then go. That's not a "team member" in our sense of the word. But if the director of the film was actually in it (which is very common), they're BOTH "part of the team" and "just an actor", so they're counted as a Team Member.

Advanced Media Entertainment Society

2023 High School Video Game Design Showcase

Overview

Advanced Media Entertainment Society is pleased to offer the opportunity for high school students in comprehensive or skill center programs to compete against each other in a video game design competition. Scholarships may, pending funding, be offered to top ranked team(s).

Dates

Defined dates being used for rules are: 

Starting Date: 3/13/2023

Final Team Selection Date: 5/11/2023

Showcase Date: 6/3/2023

Requirements

Students wishing to participate in this contest must meet the following conditions:

  • Students must be current High School students who have taken (or are currently taking) at least one Video Game Design, Animation, or Computer Science Course (or locally authorized equivalent). Students who have taken a Skills Center or other 540-hour program may NOT participate in the Comprehensive (90-180 hour) contest. Students who have taken multiple years of a Comprehensive program above 540 hours MAY compete at Comprehensive level if they have not also taken a Skills Center or other 540-hour program.
  • Students may work in teams of up to five students who meet the above standards.
  • Students must have an Instructor/Advisor who has registered to participate in the Showcase.

Application Materials

Applicants must submit all of the following items to their instructors before the local due date, which must be no later than Final Team Selection Date:

1.   A project for review by the Video Game Design Advisory Committee as detailed below.

2.   Endorsement from the program instructor that indicates that, in the teacher's best good-faith judgment, the student produced the project by themselves with no direct assistance from the instructor or outside assistance (reference books, websites, videos, etc. ARE acceptable) and that the work was performed during the 2 months of the competition. All competitors entered into the competition by their instructor are assumed to meet this criterion.

Showcase Project

Applicants must submit a game they have personally produced without direct assistance by their instructors or others.  All work is to be completed between the Starting Date and Showcase Date.  Because this is a competitive event, the expectations for this project are also very high: the game should not be merely functional but must be well designed, entertaining, and complete.  In all respects this project is expected to reflect the high professional standards of the industry.

For the project, applicants are required to provide the following:

  1. Compiled EXE
  2. Source code for an approved environment and language
    1. Approved environments: Unity, MonoGame, XNA, Lumberyard, Unreal Engine, ProjectFUN Editor 1.5, ProjectFUN Editor 2.1, Godot, Zero Engine, and Construct (Comprehensives only)
    2. Approved languages: C, C#, C++, Python, Java/Javascript
  3. Other programming tools may only be used with prior approval of the Advisory Committee, when requested by the instructor.
  4. A short gameplay video with any project commentary. Video may be no more than 10 minutes long (5 mins is preferred).
    1. High-Quality, polished video production is NOT an expectation of the project. It is recommended that participants use a free screen capture program such as OBS and narrate over gameplay.
    2. The intent of this portion is to give judges understanding of the gameplay and student process while they're evaluating games. This is not an explicit "graded for points" component, but is used to contextualize things in their game. "Raw" voiced-over footage is more than adequate for this requirement.
  5. An itch.io page for the game, submitted to the Showcase "game jam" site. 
    1. Page should include, at a minimum:
      1. Downloadable copy of game (or browser-playable version)
      2. Video (link or stream)
      3. Gameplay instructions
    2. It is recommended that teams create, at a minimum, a placeholder page submitted to the jam as early as possible. 

Applicants have the flexibility to define many details of the game, within the broad requirements of the prompt.

Each project will be evaluated according to the judging criteria rubric (separate document)

Method of Submission

Game should be downloadable OR playable online via the project's itch.io page along with video no later than Final Team Selection Date. Source code should also be turned in to team's instructor. Incomplete submissions will not be evaluated.

Presentation

The winners of the local contests will be determined at the local level no later than Final Team Selection Date. Advisory Panel ("Judges") will screen videos and play games prior to the Showcase Event. During Event, Judges will provide feedback and/or Q&A with individual teams before "locking in" their final scores. Once Judges have finalized their results, competition winners will be announced. Prize announcements may be delayed as much as one week.

Advisory Panel will make the final decisions on the contest winners (and resultant scholarships, if available, including the right not to award any scholarships if no qualifying games are shown).

For More Information

If you have further questions about the 2023 Showcase, please contact Nellie Hughes at nelliemhughes@gmail.com

Rules Addendum I: Preapproved tools

To streamline approvals, the following tools/plugins are considered pre-approved for use in the Showcase Contest.

 

  • Any built-in Unity tool delivered through the Package Manager
  • Unity First Person and Third Person controllers (Unity Standard Assets) may be used by Comprehensive program students. Skills Center participants should be generating their own controller systems.
  • Unity Water related assets in the Unity Standard Assets. *
  • Mixamo (Adobe) tool for generating Animations
  • Sound Files (both SFX and Music) and Fonts may be sourced pursuant to applicable copyrights but must be cited. For example, Creative Commons music may be used, but using a song from a CD may not. Note that even if the license allows non-cited use, that use must still be cited for the contest (Either in documentation or “credits” screen(s) )
  • GameLab (code.org) may be used by Comprehensive teams. It is the committee’s recommendation that this be used for first year teams only, although that is not a “rule”.
  • "2d Extras" Unity-managed asset package 
  • Unity A* Pathfinding Package

Ed. Note: Unity Standard Assets in general are a very large “mixed bag”. Committee will attempt to make an Approved/Denied list at the earliest opportunity. In the short term, advisors may give a preliminary evaluation of standard assets pending formal approval to streamline the process. Benchmarks used by the Committee are “Should the students reasonably be expected to create this on their own?” and “Is the asset complementing student work or overshadowing it?” Things like basic texture packs, standard models, basic particle systems, standard controls, etc should be created by students. Advanced tech that augments visuals but doesn’t “replace” them – water system is a good example – are acceptable.

Rules Addendum II: Non-Team Asset Work Contrubution

If other students who are not directly on the team want to contribute an asset, but do not want to contribute on the team itself..

  • Out of team assets from students are allowed as long as the total non-direct team member additions to the project are less than 10% of the total project itself. This includes all aspects of the game, and everyone who has worked on it must be credited, along with their contribution. 

If you have any questions about the competition, post here and we'll get them answered!!

If you have any questions about the competition, post here and we'll get them answered!!

(1 edit)

There has been a change in location for the Saturday's event location. Due to situations out of our control, the event will have to be held virtually, and not in person as previously planned. We are very sorry for any inconvenience this has caused. 

*** Teams will need to set up a copy of their game that they can screenshare. ***

The new instructions are as follows:

When: Saturday May 28th 1:00 pm-5pm (Zoom lobby opens at 12:30, please be in by 12:50 at the latest)

Where: Zoom 

Link: https://everettsd.zoom.us/j/96537871395

Thank you!

-Nellie Hughes

I am totally ok with using this color picker! 

Thanks.

Hi there, Rain maker is allowed. Thanks!

HI there! Lean Tween is allowed for the competition. 

Yup! Falls under tools :)
Appreciate you clarifying :)

To clarify the rule (because I see how it can be misunderstood/misinterpreted): 
Unity tools is any non-asset that is available in the unity registry in package manager - so things like cinemachine, probuilder, etc all qualify.
Actual assets (such as the "ethan" model) aren't considered "tools" and couldn't be used without preapproval.

But definitely if there's any confusion, ask! :)

Target resolution is 1920x1200

Smaller is OK (although maintaining the aspect ratio is recommended) bigger is a Bad Plan(tm)

Yes, that's part of Unity's core functionality so it's fine :)

I emailed the site to ask them what their projector runs at so we can get an answer (my teams want to know too!!) - I'll respond when I hear something :)

(4 edits)

Advanced Media Entertainment Society

2022 High School Video Game Design Showcase

Overview

Advanced Media Entertainment Society is pleased to offer the opportunity for high school students in comprehensive or skill center programs to compete against each other in a video game design competition. Scholarships may, pending funding, be offered to top ranked team(s).

Dates

Defined dates being used for rules are: Starting Date: 3/14/2022

Final Team Selection Date: 5/12/2022

Showcase Date: 5/28/2022

Requirements

Students wishing to participate in this contest must meet the following conditions:

  • Students must be current High School students who have taken (or are currently taking) at least one Video Game Design, Animation, or Computer Science Course (or locally authorized equivalent). Students who have taken a Skills Center or other 540-hour program may NOT participate in the Comprehensive (90-180 hour) contest. Students who have taken multiple years of a Comprehensive program above 540 hours MAY compete at Comprehensive level if they have not also taken a Skills Center or other 540-hour program.
  • Students may work in teams of up to five students who meet the above standards.
  • Students must have an Instructor/Advisor who has registered to participate in the Showcase.

Application Materials

Applicants must submit all of the following items to their instructors before the local due date, which must be no later than Final Team Selection Date:

1.   A project for review by the Video Game Design Advisory Committee as detailed below.

2.   Endorsement from the program instructor that indicates that, in the teacher's best good-faith judgment, the student produced the project by themselves with no direct assistance from the instructor or outside assistance (reference books, websites, videos, etc. ARE acceptable) and that the work was performed during the 2 months of the competition. All competitors entered into the competition by their instructor are assumed to meet this criterion.

Showcase Project

Applicants must submit a game they have personally produced without direct assistance by their instructors or others.  All work is to be completed between the Starting Date and Showcase Date.  Because this is a competitive event, the expectations for this project are also very high: the game should not be merely functional but must be well designed, entertaining, and complete.  In all respects this project is expected to reflect the high professional standards of the industry.

For the project, applicants are required to provide the following:

  1. Compiled EXE
  2. Source code for an approved environment and language
    1. Approved environments: Unity, MonoGame, XNA, Lumberyard, Unreal Engine, ProjectFUN Editor 1.5, ProjectFUN Editor 2.1, Godot, Zero Engine, and Construct (Comprehensives only)
    2. Approved languages: C, C#, C++, Python, Java/Javascript
  3. Other programming tools may only be used with prior approval of the Advisory Committee, when requested by the instructor.
  4. A short gameplay video with any project commentary (in lieu of presentation). Video may be no more than 10 minutes long (5 mins is preferred).
    1. High-Quality, polished video production is NOT an expectation of the project. It is recommended that participants use a free screen capture program such as OBS and narrate over gameplay.
    2. The intent of this portion is to give judges understanding of the gameplay and student process due to not having formal presentations. "Raw" voiced-over footage is more than adequate for this requirement.
  5. An itch.io page for the game, submitted to the Showcase "game jam" site. 
    1. Page should include, at a minimum:
      1. Downloadable copy of game (or browser-playable version)
      2. Video (link or stream)
      3. Gameplay instructions
    2. It is recommended that teams create, at a minimum, a placeholder page submitted to the jam as early as possible. 

Applicants have the flexibility to define many details of the game, within the broad requirements of the prompt.

Each project will be evaluated according to the judging criteria rubric (separate document)

Method of Submission

Game should be downloadable OR playable online via the project's itch.io page along with video no later than Final Team Selection Date. Source code should also be turned in to team's instructor. Incomplete submissions will not be evaluated.

Presentation

The winners of the local contests will be determined at the local level no later than Final Team Selection Date. Advisory Panel ("Judges") will screen videos and play games prior to the Showcase Event. During Event, Judges will provide feedback and/or Q&A with individual teams before "locking in" their final scores. Once Judges have finalized their results, competition winners will be announced. Prize announcements may be delayed as much as one week.

Advisory Panel will make the final decisions on the contest winners (and resultant scholarships, if available, including the right not to award any scholarships if no qualifying games are shown).

For More Information

If you have further questions about the 2022 Showcase, please contact Nellie Hughes at nelliemhughes@gmail.com


Rules Addendum I: Preapproved tools

To streamline approvals, the following tools/plugins are considered pre-approved for use in the Showcase Contest.

 

  • Any built-in Unity tool delivered through the Package Manager
  • Unity First Person and Third Person controllers (Unity Standard Assets) may be used by Comprehensive program students. Skills Center participants should be generating their own controller systems.
  • Unity Water related assets in the Unity Standard Assets. *
  • Mixamo (Adobe) tool for generating Animations
  • Sound Files (both SFX and Music) and Fonts may be sourced pursuant to applicable copyrights but must be cited. For example, Creative Commons music may be used, but using a song from a CD may not. Note that even if the license allows non-cited use, that use must still be cited for the contest (Either in documentation or “credits” screen(s) )
  • GameLab (code.org) may be used by Comprehensive teams. It is the committee’s recommendation that this be used for first year teams only, although that is not a “rule”.
  • "2d Extras" Unity-managed asset package 
  • Unity A* Pathfinding Package

Ed. Note: Unity Standard Assets in general are a very large “mixed bag”. Committee will attempt to make an Approved/Denied list at the earliest opportunity. In the short term, advisors may give a preliminary evaluation of standard assets pending formal approval to streamline the process. Benchmarks used by the Committee are “Should the students reasonably be expected to create this on their own?” and “Is the asset complementing student work or overshadowing it?” Things like basic texture packs, standard models, basic particle systems, standard controls, etc should be created by students. Advanced tech that augments visuals but doesn’t “replace” them – water system is a good example – are acceptable.

Rules Addendum II: Non-Team Asset Work Contrubution

If other students who are not directly on the team want to contribute an asset, but do not want to contribute on the team itself..

  • Out of team assets from students are allowed as long as the total non-direct team member additions to the project are less than 10% of the total project itself. This includes all aspects of the game, and everyone who has worked on it must be credited, along with their contribution. 

A* is approved and the rules addendum has (just) been updated to reflect this. Moving forward teams do not need approvals to use this package (pre-approved).

The current awards available are:

Game of the Year! - this is the "traditional" award we've always had (renamed), and will have one winner in both the Comprehensive category and Skills Center category.

Outstanding Achievement in Gameplay Mechanics: This award recognizes exceptional gameplay or combat mechanics on a project.

Outstanding Achievement in Worldbuilding: This award recognizes exceptional story and narrative work within a game.

Outstanding Achievement in Art: This award recognizes quality visuals - environmental, character, UI, Lighting

Outstanding Achievement in Character Design: This award recognizes exceptional character visuals, performance, personality, etc

Outstanding Achievement in Perspective: This award recognizes games that challenge our preconceptions, approaches the prompt in a skilled but unconventional way, and maybe surprises us a little (beyond jump scares)

Outstanding Achievement in Sound: This award goes to best student created sound work

Outstanding Achievement in Control Systems: Ever play a game that just *feels good* to play? Responsive control - to quote spider-man "ridiculously intuitive" - is recognized here.

Outstanding Achievement in UI/UX Design: One of the unsung heroes in game design is quality UI/UX. Does your game convey data in a way that is helpful? Does the UI help your immersion or break from it? 

Cool! Just wanted to make sure it was deliberate :)

Also, typically it'd be legends of "yore" ('of long ago') - was not sure if it's intentional (maybe pun referencing something in the game or something) or mistake. *NOT* a requirement to fix in either case, just trying to be helpful *IF* it was an error :) Good luck in the contest!

Much better, thank you! :)

Please fix school name. Games not tied to their correct school will be disqualified.

Hi everyone! We're getting close to the end! There's only 2 1/2 weeks until projects are due ! To be "on track" you should be mostly finished with your project and be working on bug fixing, final touches, polish, "last looks", etc.  If there's a feature you haven't added yet, you probably should scrap it and work on polish.

Make sure you're playing your game fairly regularly from this point forward to make sure everything is looking the way you want it to, and if you haven't shown it to other people for feedback you should be doing that ASAP!

We look forward to seeing your work!

Hi everyone! We're getting close to the end!

There's only 2 1/2 weeks until projects are due ! To be "on track" you should be mostly finished with your project and be working on final touches, polish, "last looks", etc. 

Make sure you're watching your video fairly regularly from this point forward to make sure everything is looking the way you want it to, and if you haven't shown it to other people for feedback you should be doing that ASAP!

We look forward to seeing your work!