MASSiveCon: June 25-26, 2016 – Worcester, MA
Visit with the MassDiGI SIP16 teams at MASSiveCon (booth #403) at the DCU Center. Details here.
Visit with the MassDiGI SIP16 teams at MASSiveCon (booth #403) at the DCU Center. Details here.
Join us at Playcrafting Boston and demo our games! Event information here.
Drop by MassTech’s booth (#S24) at the Boston TechJam block party on City Hall Plaza and play games with MassDiGI SIP16. Information here.
Join MassDiGI at TouchTomorrow at WPI: A Festival of Science, Technology and Robots. We’ll be located in the Sports & Rec Center. Be the first to playtest our SIP16 games! Details here.
Starting off strong
By Sarah Spiers, senior, Emerson College
Orientation seems so distant now that we are starting the third week of the program. At the start of MassDiGI’s Summer Innovation Program, the interns were ushered into a lecture hall and met Monty Sharma, Tim Loew, and Walt Yarbrough. We talked about game business, production, and some marketing. Between these discussions, we were grouped together several times a day to learn how to create game ideas and pitch them to the rest of the participants. We quickly learned how to get into the mindset of creating games that sell rather than pitching vague what-ifs.

Team Campaigious hard at work.
The next week we were divided onto our teams. Monty announced producers and team members assigned themselves various roles. I was named producer and voted lead designer for a political game, which is affectionately (and temporarily) called Campaigious.
The Campaigious team is comprised of incredibly talented and dedicated artists and programmers. Liz Lanahan from RISD and Erica Lyons from Becker College, the artists, have pumped out more assets and backgrounds than I thought possible. The programmers, Ian Clinkenbeard from Becker, Fandi Charifa from NYU, and Conor Canavan from LYIT have gone above and beyond what is expected of them. Currently we are struggling to choose between a more strategic route or a fast-paced clicker. Regardless, we hope to release the game at the end of the program, and if we keep up the momentum, I’m sure we can.
By the end of week two, all teams had blazed through their concept and prototype phases and started production. We had some mentors visit and had a couple of demo sessions. We also had many, many meetings discussing ways to keep up our energy, make smart decisions, and prevent us from falling too far behind in production.
Looking forward, we have several demos coming up in June and I think everyone is excited to start showing off our games to the public. Until then, we’ll keep moving along!
Happy fifth birthday to us!
By Tim Loew, executive director, MassDiGI
Five years ago today, MassDiGI was officially established. Time really does fly. Just wanted to post this up today in recognition of the date – I’ll circle back later with a few thoughts on where we’ve been, where we are and where we’re going.
SIP16 team selected
By Tim Loew, executive director, MassDiGI
Applications to our annual Summer Innovation Program (SIP) have grown year after year in terms of quality, quantity, geographic reach and diversity. This year we received applications from 216 undergraduate and graduate students representing 66 colleges and universities from around the world – making it our most competitive year yet.
Choosing only 24 was a daunting task. After much conversation, the committee selected a talented group. This summer’s SIP16 teams will be made up of interns from 15 institutions including Becker College, Berklee College of Music, Carnegie Mellon University, Emerson College, Hampshire College, Letterkenny Institute of Technology (Ireland), NYU, Northeastern University, RPI, RISD, Rochester Institute of Technology, Smith College, Tufts University, Wheaton College (MA) and WPI.
SIP16 begins on May 17 and concludes on August 5. Over those 11+ weeks, with guidance from professional staff and industry mentors, SIP16 teams will be responsible for all the work necessary to successfully launch their games. There is no internship program like it in the country.
As in previous years, SIP16 students will receive housing courtesy of Becker College as well as a modest stipend. Most importantly they will all receive the greatest game development experience of their lives. Yes, it may be a lot of work – but it’s also a lot of fun. We can’t wait to get going.
*updated 5/6/16
“Whether it’s the Starship Enterprise or the Millennium Falcon, many of us have long dreamt of piloting a spaceship.
Now, thanks to a team of college students, that dream can now become a reality — or more like a virtual reality nightmare.
“Intern Astronaut,” created by Broken Door Studio, a five-student team from the Worcester Polytechnic Institute, won the grand prize at the fifth annual Massachusetts Digital Games Institute Game Challenge pitch contest held over the weekend.”
Read the full story here in the Boston Globe.
Official Press Release:
Virtual reality game Intern Astronaut takes grand prize in fifth annual MassDiGI Game Challenge pitch contest

Above: L to R – Broken Door Studio’s Kedong Ma, Yingying Chen, Shane Stenson, Sean Halloran, Jake Hawes and MassDiGI’s Monty Sharma
Cambridge, MA – February 29, 2016 – Intern Astronaut by Broken Door Studio, a team of students from Worcester Polytechnic Institute (WPI), won the grand prize in the fifth annual Massachusetts Digital Games Institute (MassDiGI) Game Challenge pitch contest this weekend.
Intern Astronaut is a virtual reality game that takes on-the-job training to new heights. Made for Gear VR, Intern Astronaut is an immersive and funny game that enrolls the player as an intern tasked to fly a spaceship.
Taking on the role of an untrained intern in the game, players must watch their spaceship’s monitors for urgent instructions from mission control on what to do to keep their ship flying. Any instruction completed incorrectly or not quickly enough will damage their ship until their internship ends with them stranded in space! Every time players start the game their ship is equipped with different control panels and they are given new instructions on how to pilot it, ensuring that every playthrough is as challenging as the first day on the job.
Broken Door Studio, which also won the College Beta/Near Release category, is made up of Sean Halloran, Yingying Chen, Shane Stenson, Kedong Ma and Jake Hawes. The game will be released for Gear VR in late spring 2016.
“Our team is thrilled to have won the Game Challenge. It was a great event for all of us,” said Sean Halloran, the team’s programmer. “We got terrific feedback from so many amazing mentors and judges. We learned so much. Everyone making games should go to it.”
The MassDiGI Game Challenge helps indie, startup and student game developers and entrepreneurs shape their ideas and products for launch. This year 35 teams from across the northeast competed in front of a packed room at the Microsoft New England Research & Development Center in Kendall Square.
Since the MassDiGI Game Challenge began five years ago, over 175 different teams from around New England and beyond have pitched games and taken home prizes valued at over $100,000. Top past winners include titles such as PWN, Catlateral Damage, Depression Quest, Pathogen, Wobbles and Starlot Derby.

Above: L to R – Competitor Chaima Jemmali meets with mentor Wizdy’s Nikita Virani
The annual event is a showcase for the expanding game development cluster in the region. Over the event’s two days, dozens of game industry veterans served as speakers, mentors and judges.
As the Grand Prize and College Beta/Near Release Category winner Broken Door Studio won cash, legal services from Greenberg Traurig, computer hardware and game merchandise valued at over $7,500.
“This year’s contest was the closest competition ever,” said Monty Sharma, managing director of MassDiGI, “We were really impressed by the teams, their creativity and skills. Each year we see improvements in the games and in their market potential.”
Other top winners include Worcester-based Zephyr Workshop which won the People’s Choice Award as well as the Indie Demo/Alpha Category for Florafiora, a game they are making in collaboration with Mob Made Games of Cambridge.
“Winning not only our category but the People’s Choice Award is rewarding and humbling,” said Breeze Grigas, Zephyr Workshop’s Co-Founder and Designer. “We’ve been coming to the Game Challenge for five years, each time we get better and this year it really paid off for Florafiora.”
Florafiora is a single-player experience where you help planetoid-dwelling “Seedizens” explore and expand their tiny universe, meeting other cultures and keeping everyone happy and productive.
“With so many exciting games from indies and students in the competition, it was a challenge to make a decision,” said Caroline Murphy, CEO of the Boston Festival of Indie Games, one of the contest’s judges. “To me, just entering the MassDiGI Game Challenge shows a commitment to creating games that speaks to success.”
The other top Indie winner was Jig Time which won top honors in the Beta/Near Release Category. Jig Time is a fun, new photo-sharing app – like Snapchat but with more game elements – that allows users to exchange their images in the form of interactive jigsaw puzzles.
I++, another team of WPI students, won the Serious Game Category with Chinmoku, a mystery game which seeks to teach the player hiragana, one of the Japanese writing systems, through immersive gameplay.
Serious Game Category runner-up honors went to EduSaga, a team from the Harvard University Graduate School of Education, with their eponymous Chinese language-learning detective game.
Heist Night, made by yet another team of WPI students, won the College Demo/Alpha Category.
Winning the High School Category was PolyThief made by Nostradingus, a team of students from Millbury (MA) Memorial Jr./Sr. High School.
“We met these students three years ago. Since then their teacher has given them encouragement and brought them to the Game Challenge each year. The students have learned from mentors and from each other how to build an award-winning game,” said Sharma. “It’s great to see.”
Runner-up in the High School Category from Westborough High School was Hoksy with Shelter Shock.
Other Category Runner-up honors went to:
Honorable Mentions were given to:
Indie and College Category winners also received prizes including cash and legal services from Morse, Barnes-Brown & Pendleton valued at $1,000. The event is supported by MassDiGI’s annual sponsors and hosted by Microsoft New England Research & Development.
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About the Massachusetts Digital Games Institute (MassDiGI)
MassDiGI is the statewide center for entrepreneurship, academic cooperation and economic development across the games ecosystem. MassDiGI’s many programs and activities support business growth and enhance the talent pipeline between higher education and the game industry.
For more information about MassDiGI, please visit massdigi.org or follow them on Twitter @mass_digi.
Quick post – winners and finalists – more details coming soon.
Grand Prize
People’s Choice
Indie Entertainment – Demo/Alpha
Finalists – Zephyr Workshop and Petricore Games
Honorable Mention – BareHand with “Big Boi Little Boi”
Indie Entertainment – Beta/Near Release
Finalists – Jig Time and Copper Frog
College Entertainment – Demo/Alpha
Finalists – Nick West’s Omnitone Games with “HotWired” (Becker College) and The Sunshine Committee – Tom Farro, Kelly Zhang, John Guerra, Benny Peake & Dillon DeSimone “Heist Night” (WPI)
Honorable Mention – MOTU (Fitchburg St.), Revolver: Rebound (WPI), The Experiment (Five Colleges), Convergence (Becker)
College Entertainment Beta/Near Release
Finalists – Broken Door Studios (WPI), Metamorphic (Tufts University) and French Frogs (Becker)
Honorable Mention – Lily Leap (Becker)
College & Indie Serious
Finalists – EduSaga (Harvard University Graduate School of Education) and i++ (WPI)
High School
Finalists – Hoksy (Westborough) and Nostradingus (Millbury)
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