USC GamePipe Laboratory Spring 2016 Showcase

The USC Viterbi School of Engineering celebrates the GamePipe Laboratory’s Spring Showcase on Wednesday the 11th of May 2016, 11am to 2pm Shown at that event will be games & technologies built in classes held in the GamePipe Laboratory Spring semester, including work from the mobile, networked AI, immersive, engines & advanced games courses.


Parking & Directions
Directions to the USC GamePipe Laboratory are here. We have reserved 40 spaces in Lot 29B, which is enterable from W 27th St at the bend with University Avenue. We have reserved an additional 40 spaces in the John Tracy Clinic immediately next door to the USC GamePipe Laboratory. The John Tracy Clinic parking lot entrance is 806 West Adams Blvd, Los Angeles, CA 90007. The JTC Gate code is 5241 ENTER. Please park in the spaces immediately next to the USC GamePipe Laboratory, 746 West Adams Blvd. Please consider taking the Metro or Uber to our event!

Advanced Games
  1. Magnus - soccer in space! Website is here.
  2. Recall - a mind palace in virtual reality! Website is here.
  3. Possession - galactic war between the Krom & Nexron in an RTS/FPS combination! Website is here.
  4. Swarm - a fighting game mechanic merged with a MOBA! Website is here.
Networked Artificial Intelligence
  1. TBD
Mobile Games
  1. TBD
Game Engine Development & Other
  1. TBD

USC GamePipe Laboratory Spring 2016 Showcase Invite

Geo-Gaming: An Emerging Market Segment of Mobile Gaming

USC GamePipe Laboratory Seminar Series
Wednesday, 24 February 2016, 10:00am
Speaker: Brent Friedman
Location: USC GamePipe Laboratory, EGG-108
Expanding mobile gameplay from a small screen into the world at large offers myriad opportunities: non-linear storytelling, physical object integration, a more visceral experience, true social interaction. But each of these opportunities also presents unique challenges when compared with "traditional" mobile gaming. What are the potential rewards and pitfalls, for user and developer and even third party sponsor, of geo-gaming versus the traditional approach? To answer these questions, this talk will contrast traditional development and design practices for mobile gaming with the unique demands of geo-gaming, specifically the technological considerations including bandwidth, beacon limitations and platform restrictions. Finally, we will examine the informative user data metrics gleaned from over twenty-thousand "BattleKasters" players and discuss how this information informs not only geo-gaming, but the future of mobile gaming in general.

As a Creator, Writer and Producer, Brent has more than 25 years of experience in every facet of the entertainment industry with credits on "Mortal Kombat Annihilation," "Star Trek Enterprise," "Star Wars: The Clone Wars" and upcoming credits on "Star Wars Rebels." In games, Brent has worked across all platforms -- console, PC, social & mobile -- as a Narrative Designer and Writer for some of the top companies including Electronic Arts, SCEA, ngmoco, Zynga and 343 Industries, Telltale Games and Roadhouse Interactive. His credits include "Command & Conquer 3: Tiberium Wars," "Empires & Allies," "HALO 4," "Tales from the Borderlands" and the upcoming titles, "The Walking Dead: Michonne" and "Iron Maiden's Legacy of the Beast."

As an entrepreneur, Brent combined his linear media talents and interactive knowledge to found Electric Farm Entertainment, a leading digital media company, where he created and produced four award-winning transmedia web series including "Afterworld" (in conjunction with Sony) and "Valemont" (in partnership with MTV & Verizon.) Recently, Brent co-founded Artifact Technologies, a Seattle-based mobile development lab. At Artifact, Brent oversaw the creation of Mixby, a dynamic, location-based platform that brings mobile media experiences into the real world. Using Mixby, Brent created and produced "BattleKasters," the first geo-game to successfully integrate beacon technology. "BattleKasters" has already been deployed, indoors and outdoors, at nearly a dozen large fan conventions, with multiple new permanent deployments in the works.

Microservices Architecture

USC GamePipe Laboratory Alumni Seminar Series
Tuesday, 26 January 2016, 10:00am
Speaker: Dhruv Thukral, Amazon Web Services
Location: USC GamePipe Laboratory, EGG-108

Video of Talk:

We are very familiar with the typical client server architecture that powers most games. Utilizing typical Service Oriented Architecture (or SOA) as a software development paradigm for breaking up large systems into more manageable independent components has been the way of the past and is still a good model to follow. With the advent of the cloud however a new approach is becoming more popular, the MicroServices approach. This approach involves each implementing a specific API to enable event driven software for full responsiveness. Basically, Microservices are small, autonomous services that work together. This talk will go over what makes up a micro services architecture, its key benefits and how it differs from SOA.
Dhruv Thukral is a gaming solutions architect at AWS. He works with various gaming customers across the mobile, social, console, and PC space and helps them launch successful titles and platforms on AWS. Prior to joining AWS, Dhruv was the lead back-end architect at Electronic Arts and worked on the Origin platform. He also held various senior technical leadership positions in successful startups such as AdColony and Neverblue. Dhruv is passionate about gaming and helped build the USC Games Program, which has become the No. 1 ranked games program in the nation.