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I say this because in Multiplayer one time someone slammed into me over and over at full speed. I was no where in their way and I was helpless because I couldn't get to full speed to get out of there. I got tipped over and was real annoyed. And then just now someone was at a bus stop and completely took up the space. About 5 other players and I were waiting for over 20 minutes. We couldn't get them to move. I wish we could just go through other buses!

I was really looking forward playing this game! I hope you guys can add other maps that also contains some slopes to look more realistic and I really want you guys to add Korean bus especially Hyundai Aerotown or Aerocity because those buses are really cool!! Finally, the one part that was slightly annoying was that when I used manual transmission with clutch, When I shift up one gears at a time, its 1 tempo slower than what you actually shifted it. What I mean by this is that for instance when you shift 3 to 4th gear and directly release the clutch pedal and press the gas pedal, the engine rpm just goes high up and shifts to the right gear after few seconds. I want you guys also fix that part and overall, it is awesome!!

Chillennium is the largest student run Game Jam in the nation, organized by students, for students. Hosted annually by the Department of Visualization, Chillennium is founded, staffed, and organized by students of Texas A&M University. This unique event brings participants from across the nation to meet fellow game enthusiasts, develop their skills, and compete for prizes.

Those who participate can compete alone or as a team of up to 4 and will have 48 hours to plan, design, and develop a video game from scratch based on a theme! During the Jam mentors from the game industry will be walking the floors helping participants develop their ideas into amazing games. At the end of the 48 hours the games will be played and judged by a panel of experts from the game industry and winners will be awarded prizes! No previous knowledge about games is needed, just a passion for creation! Frequently Asked Questions HOW DO I ENTER THE JAM?

The 2001 Texas A&M Aggies football team completed the season with an 8–4 record.Non-conference game. Red, White, and Blue Out game vs. Oklahoma State.

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Unfortunately, registration has closed and you can no longer register to participate in Chillennium 2017. Chillennium staff will email participants with important information and reminders up to the date of the jam. WHEN IS THE JAM?

The jam takes place between Friday, October 13th and Sunday, October 15th. Doors open at 1:00 PM and the opening ceremony begins promptly at 4:30 PM. We strongly recommend participants show up early to park, check in, and get set up. CAN I USE A GAME I'VE BEEN WORKING ON? All game code and content must be created during the 48-hour game jam period.

Though we do not expect all game jam contest submissions to be entirely created from scratch, we prohibit creating game content prior to the start of the competition. If you choose to adapt code or content from the internet, be sure to make it your own. Derivative work will be recognized by the judges and may affect your game's score. WHAT CAN I USE TO MAKE MY GAME? Participants will be required to bring their own computing equipment, laptops, desktops, monitors, etc. We recommend bringing an ethernet cable and any other peripherals (tablet, Oculus Rift, Kinect, Wii Remotes, controllers, etc.) you may need. Power drops and wireless internet access will be provided.

Volunteer staff will be available to help participants load/unload and set up their equipment upon request. Participants will be allowed to use any software or programming languages available to them either on the internet or on their native computers.

Some software such as the Unity game engine and Houdini will be available, but it is primarily up to the participants to bring what they think they'll need to build a game in 48 hours. Learn more about Houdini. HOW ARE GAMES JUDGED?

Games will be judged by a team of industry professionals, sponsors, and children (10+). Judging will begin immediately following the game jam's ending at 5:30 PM on Sunday, October 15th. Games will be ranked on a scale from 0 to 5 for their Innovation, Quality, and Completeness in the categories of Programming, Art, Design, and Sound for a total maximum score of 60. The three teams with the highest overall scores will be awarded the 1st, 2nd, and 3rd place for Best Overall Game. Additional prizes will be awarded to the teams with the highest individual scores in Programming, Art, Design, and Sound.

WHERE CAN I PLAY THE GAMES? If you're looking for games from Chillennium 2015 and 2016, they are already available on this website in the Past Jams section. For Chillennium 2017 entries, check out the! EQUIPMENT Participants will be required to bring their own computing equipment, laptops, desktops, monitors, etc. We recommend bringing an ethernet cable with you and any other peripherals (tablet, Oculus Rift, Kinect, Wii remotes, controllers, etc.) you may need. Power drops and wireless internet access will be provided.

There will be no wired internet at the game jam venue. If participants need access to the internet they will need to bring a wireless device. Volunteer staff will be available to help participants load, unload, and set up their equipment upon request. CONTEST JUDGING Games will be judged by a team of industry professionals, sponsors, and children (10+).

Games will be ranked on a scale from 0 to 5 for their Innovation, Quality, and Completeness in the categories of Programming, Art, Design, and Sound for a total maximum score of 60. The three teams with the highest overall scores will be awarded the 1st, 2nd, and 3rd place for Best Overall Game. Additional prizes will be awarded to exceptional teams in each category of Programming, Art, Design, and Sound. In the spirit of friendly competition, teams will not be able to receive multiple awards.

FOOD & REST Game jam participants will be provided breakfast, lunch, and dinner and have access to snacks and drinks for the duration of the event. Meals will be served outside the Game Jam work zone in the dining area, but snacks will be available in the work zone. You can still bring your own food or drinks if you want.

No alcohol is allowed at the game jam, and it will be confiscated by Chillennium security. If participants wish to take a break, there will be a staffed rest area reserved for Chillennium; participants should bring their own pillows and blankets.

SECURITY ON SITE Participants must be currently enrolled college or university students. Participants will be issued an official Chillennium badge to wear for the duration of the event. Though it is advised that participants stay on site for the duration of the Game Jam, participants will be allowed to exit the venue. Re-admittance will only be granted to those wearing an official Chillennium badge. Visitors are allowed onto the jam floor, though they must check in with Chillennium security at the front desk to receive a guest pass. Visitors will only be allowed between 10:00 am and 10:00 pm, and are not entitled to any food offered during the event. Chillennium is the largest student run game jam in the nation, and is soon to be the largest in the world.

To do this we need your help! The Game Jam runs for 48 hours straight. There will be over 250 participants from across the nation coming into town for the event. Participants will be provided food, snacks, and resting areas. In addition to participants, we will have industry professionals coming in to mentor throughout the Game Jam. To make all this work, we need your help.

Click below for more information. This Year's Judges Estevan Aviles Estevan Aviles is a seasoned festival coordinator with a focus on gaming and emerging technologies.

After being a founding team member of SXSW Gaming and the VR/AR track at SXSW, Estevan now manages all competitions, organized play, and festival programming elements at SXSW Gaming. He also enjoys community development and spends most of his time connecting closely with communities of gamers across the country so that he can bring them into the fold of the SXSW family of events happening in Austin, Texas each year. Jakobsen Beck Creative and multi-disciplinary designer utilizing an analytical approach to high quality game production focused on the end user’s complete experience.

I make vidja games. Spent the past four years in the industry performing various tasks running the gambit of level/game/narrative design, producing, and public relations. If it is an action required to make a game, I have probably performed it! And hopefully performed it to some standard resembling that of 'acceptable'. My current work - narrative design on Children of Morta by Dead Mage Studios. Ask me about it. I love to act like I know what I am talking about!

Tony Bratton An Electrical Engineer turned video game developer, Tony has been making games and game-related technology for the last 26 years. His career has taken him to Austin studios both large and small (Origin Systems/Electronic Arts, Titanic Entertainment, Digital Anvil/Microsoft, Junction Point/Disney), platforms ranging from PC to consoles (PS3/PS4/Vita, XBox/XB360/XB1, Wii/Switch) to mobile, and titles such as Ultima VII: The Black Gate, NetStorm: Islands At War, Freelancer, and both Disney Epic Mickey releases. Tony is the Manager and Director of Technology for 22nd Century Toys LLC (22ndtoys.com), an Austin-based studio specializing in providing high quality development services to game teams around the world. Tony Evans Tony is a jack-of-all-trades game designer, writer, and producer whose career began over 20 years ago when he camped in Activision's parking lot until they gave him a job. Since then he’s served several storied studios such as New World, Totally Games, Obsidian, BioWare, and WildWorks, and been part of a plethora of particular projects on plenty of peculiar platforms (say that 10 times fast). Tony is a fan of science, show tunes, strange French games, the 80’s, legendary literature, alliteration, and properly punctuated run-on sentences. He has the dubious distinction of being one of the few people on Earth to have earned the Nerd Trifecta achievement by having developed games for the Star Wars, Star Trek, and Dungeons & Dragons properties.

In his free time he folds origami, does yoga, memorizes song lyrics and useless trivia, and posts crazy game ideas on Twitter. Recently, Tony transmigrated to Texas to be the Design Director of Nerd Kingdom. Robert Gaither I started in the industry at Gearbox in 2009 and currently work as a tech designer for Star Citizen at Cloud Imperium Games in Austin. Indie games are a personal passion and I’m excited to be a part of a game jam in a role that doesn't require me to lose any more sleep than I already do. Nick Hester Nick is currently a software engineer. He has experience in game design and software engineering for both professional and hobbyist game development.

He has personally published an app using Unity. Jake Lenzen Jake has worked as the Lead Game Designer of Triseum for the past year, and worked at the LIVE lab in the same position for 2 years before that. Adam May Adam May is a Game Developer and CG Artist with over 11 years of development experience. After graduating from Art School with a degree in Computer Science he began his career creating characters for video games.

At Gearbox Software for over 9 years now, he works with some of the most imaginative and talented teams in game development as Art Director; creating and developing the wacky and wild worlds of the Borderlands, Duke Nukem, and Brothers-in-Arms franchises as well as many, many other great games. Rebecca Migl I am a recent graduate of Texas A&M University with a Bachelor's of Science in Visualization. At Triseum I work mostly in Houdini, Substance Designer and Unity modeling and surfacing for environments. I've got 2+ years of experience working in a game production pipeline and one of my defining principles is a commitment to efficiency and proceduralism in games! Jake Ross Jake started out in the industry as a Client Producer for CGBot and jumped over to Cloud Imperium Games in January of 2014. He is now the sole development producer in Austin and has experience managing various departments such as Art, Design, Animation, and Server Engineering. He also manages the Live Releases of our product, Star Citizen, which has broken world records for being the most crowd-funded product of all time.

His main job is acting as the voice of CIG's Austin studio, constantly communicating with our other studios spread out across the globe in LA; Manchester, UK; Derby, UK; and Frankfurt Germany. He ensures the Austin developers are meeting their deadlines, tracks their tasks, and removes any blockers that impede them from getting their work done. Jake is a former student of the Texas A&M Department of Visualization, having graduated with a BS in Visualization in 2011 and an MS in Visualization in 2013. Sarah Spofford Sarah has worked for EA Sports for 3 and a half years now on Madden.

She works mainly on the connected franchise mode (CFM) helping to build it and bring it online so players can play in fantasy leagues with their friends. Stephen Swirsky Stephen is a designer, artist, video editor, and composer raised in Texas with a strong passion for anything creative. With experience in freelance, contract, and company work Stephen thrives in connecting to his audience through engaging art that has lasting impact. With music, Stephen has experience playing in symphonic bands, worship bands, and writing his own compositions using DAW software. Stephen has created musical scores for multiple animation projects and, most recently, for Triseum’s educational video game ARTe: Mecenas. Currently, Stephen continues to follow his passions through music and art by working as a Multimedia Artist at Triseum in Bryan, Texas.

Aaron Thibault Aaron is Vice President of Strategic Operations at Gearbox Software Aaron is currently leading long term strategic initiatives at independent developer Gearbox Software. Aaron has provided executive direction and leadership in all facets of videogame production at Gearbox since early 2007 when he joined the small core team on the first Borderlands game. He has 20 years’ experience making games and educating game developers, prior to which he worked in urban music promotions and production on national campaigns and new artist development.

Chillennium is looking for experienced game industry professionals to assist Chillennium participants as Mentors! No matter what your expertise, your advice and feedback to the student jammers is invaluable.

Join other industry professionals and help spread the love of game development at Chillennium! As a Mentor you will be on the jam floor actively participating in the game creation process with participants. Mentors will not be allowed to physically create content for the games or participate in the contest judging process; however, answering questions and offering advice on techniques, best practices, design ideas, etc.is strongly encouraged. Mentors will be provided meals, snacks, and on-site resting areas. Chillennium is not able to provide hotel accommodations so please plan accordingly. If you are interested in mentoring, please! This Year's Mentors Sean Bellinger Sean has 15 years of experience creating visually compelling 3D art/visual effects for film, games, AR/VR, and training simulations.

Ryan Benno Ryan has worked in the games industry as an Environment Artist for the last 9 years, working on such titles as: Marvel’s Spider-Man (PS4), Ratchet and Clank (PS4), Call of Duty: Infinite Warfare, Sunset Overdrive, The Wolf Among Us Season 1, and Walking Dead Season 1. Chuck Bird Chuck Bird is a problem solver. He's currently the Manager of Special Projects at Six Foot. He attended art school and then ended up in IT and is now an operations manager and a wizard of awesome. He has been with Six Foot for 10 years. He has the chops.

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Cody Bradley Cody is a Producer for Six Foot. He’s a graduate of Texas A&M (WHOOP) and has worked in the games industry for the past 10 years. When Cody is not steering the Six Foot Dev Team towards milestones, he can be found enjoying a round of Hearthstone on his phone and watching WWE Wrestling. Kelly Burroughs Kelly R. Burroughs is a recent graduate from Texas A&M University's Visualization department. Burroughs is currently working at two jobs between Dallas and College Station.

In Dallas, Burroughs is working full-time as an apprentice at Hurst Digital: Video Production and Animation. In College Station, Burroughs works remotely/part-time as the Design Project Manager at the Benjamin Knox Art Gallery. During her free time, Burroughs works freelance for companies which can range from graphic design, creating 3D environments, videography, and photography. Burroughs hopes to one day work as a 2D/3D Generalist and then evolve into an art director for a large animation company. Sam von Gillern Sam von Gillern is a Clinical Assistant Professor at Texas A&M University. His research focuses on how people learn through and interpret video gameplay experiences. He published his Gamer Response and Decision Framework in the journal Simulation and Gaming.

He's also published work on game-based learning in outlets such as The International Journal of Technologies in Learning as well as the Handbook of Research on Gaming Trends in P-12 Education. Sam has also presented his research at multiple conferences, including the Games Learning Society Conference. Joel Goodsell I began writing amateur games for the TRS-80 Color Computer in the early 80’s. In 1994, I took my first professional game industry job at Disney as the level designer on Gargoyles for the Sega Genesis. I spent seven years at Disney, a year at a small startup, four years at THQ, and another two years at Disney before coming to Insomniac Games in 2007. At Insomniac I’ve worked on Resistance 2 and 3, Ratchet and Clank A Crack In Time and Ratchet and Clank for the PS4, Fuse, Sunset Overdrive, and am currently working on Spider-Man PS4. Dustin Han I have been with Insomniac Games for 4 months now as an Associate Character TD.

I came back to continue working on the Spiderman PS4 game after a 3 month internship during the Summer of 2016. I work mostly on prop and character setup as well as scripting tools to help support the rigging, art, and animation pipelines. I was also an MS student in Texas A&M’s Visualization Department. Chase Hardy Chase graduated from TAMU in 2015 and has two years of experience working as a Level Designer at Triseum on the Calculus Adventure Game, Variant: Limits. He has experience in all parts of the Design process. He participated in one of the first Chillennium Game Jams and can’t wait to see what the contestants will produce this year. Greg Heath Greg Heath is a Core Games Technical Manager at Six Foot.

Greg has been working in the games industry for over 15 years and has held a variety of roles across multiple disciplines including Lead Game Designer as well as Lead Game Engineer. When not working, Greg enjoys playing Minecraft with his kids or finding a nice cozy place to settle with his 3DS and a thermos of hot coffee.

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Karen LeBlanc Karen is a Recruiter for Six Foot. She’s been working at Six Foot for 3 years. As a Recruiter, Karen considers herself a connector of dreams and people, and that is not a responsibility she takes lightly.

Daniy Oberle I'm an Audio Artist III at BioWare in Austin. I have been doing audio professionally since 2006. I've mostly working in Game Audio but also in Audio Post Production and A/V. Emma Mercado Emma has a year's worth of experience in lighting, pipeline, and 3D art experience with Triseum. Rod Parong Rod Parong is a Principal Artist at Insomniac Games’ Burbank (Calif.) studio currently working on Spider-man PS4.

He creates high quality AAA content for environments and cinematics. During his time at Insomniac, Rod has worked on Award winning Sunset Overdrive. Rod is credited with more than 25 titles from Insomniac Games and Novalogic Inc., including series from Ratchet and Clank, Resistance, Oculus VR Edge of Nowhere and Feral Rites, and Delta Force. In his free time, Rod enjoys spending time with his wife, being schooled by his son in videogames, and nurturing his daughter’s artistic talents.

He is an active volunteer with his church’s youth ministry where he enjoys serving as a summer camp counselor. Jeffrey Pease. 2 Years of QA at SCEA. 1 Year QA at SOE. 5 Years Game Master at Blizzard Entertainment. 1 Year as lead QA specialist at Cloud Imperium Gaming. 1 Year as LiveOps Technician at Cloud Imperium Gaming.

4 Months DevOps Engineer at Cloud Imperium Gaming David Santiago The last 5 years of David’s 20 years in Visual Effects, Animation and Games has been at Insomniac Games. He has supervised, consulted, mentored and taught many disciplines, but currently concentrates on developing procedural systems for all areas of a game including design, environment, gameplay, UI, audio, lighting and integration. Mat Suarez Mat has been working in the video game industry since 2014. He says that it's been both exciting and challenging. Every week there is a new problem to solve and something new to learn.

He says he’s been fortunate enough to have some really great mentors which has afforded me many opportunities to observe and absorb their talents. He thrives on having problems to solve and loves playing video games, so working as a Technical Artist in game development has been extremely engaging, gratifying, and fun for him!

Cameron Slayter Cameron is the lead game designer at Virtuix. He and his team make games for the Omni, an omni-directional treadmill that lets players physically run in games. He has been working at Virtuix since graduating from the Viz program at A&M in 2014. He says that working at a small startup company has given him the ability to work in many of the different disciplines in game development, including game design, programming, level design and production. Matthew Tobiason Matt is a Senior Game Designer for Six Foot. He’s been working in games for about 10 years and enjoys games of all kinds.