Posts Tagged ‘Michael Cook’

How To Make A Great British Bake Off Game

The latest series of The Great British Bake Off has come to an end, causing those of us hooked by its cream-filled buns, end-of-the-pier puns, and oddly sincere celebration of the human spirit, to feel as empty inside as an incompletely prepared batch of jam donuts. After a few days spent facing a future free from sugar, gluten, and the strange tension between Paul Hollywood and hosts Mel & Sue, I decided to do something about it. I emailed some game designers and asked them a question: if you were charged with making a computer game of The Great British Bake Off, how would you do it?

The answers are below.

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Make Something That Makes Something At ProcJam

Last year’s ProcJam produced talks worth watching about the current state of procedural generation, while the game jam’s participants produced a number of fun games to play. Now the dates and speakers have been announced for ProcJam 2015, which will run November 7th to November 16th.

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Procedural Generation Jam Is Worth Watching On Nov 8th

You could make this in a weekend, probably.

I wouldn’t normally post about something like this so early, but it’s cool. If you judge game jams on their potential to create interesting works, then the Procedural Generation Jam wins by hoping to ride the wave of interest in “making stuff that makes other stuff” towards a slew of fascinating games, tools and toys.

If you judge game jams on your ability to join in with minimum effort, then the Procedural Jam wins again by also livestreaming an afternoon of talks from experts, including Hazel McKendrick of No Man’s Sky, Mark Johnson of Ultima Ratio Regum and Fernando Ramallo of Panoramical.

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The AI That Designs Its Own Games

A picture of Barack Obama flashes up on the screen. There’s a big, warm smile on his face, but in the background there’s the sound of a helicopter gunship firing. “I searched for happy photos of Obama,” says Angelina, the game’s creator, “because I like him.”

Angelina makes computer games. I guess you could call her an indie developer of sorts – her games certainly exist away from the big-budget mainstream industry, and she doesn’t have a huge team at her disposal. Like many indie developers, she seeks to inject her games with meaning and purpose, and tackle issues that other releases stray away from. There’s just one difference between her and most creatives working in the field.

Angelina isn’t a human being. She’s a computer program.
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