
Update: MiniOne Racing posted by Canon is the winner of the $100 USD gift card for the most thumbs up votes from the community in the last week. Vote for your favorite game today! Registration is closed as of July 1, 2008 at 3:00 p.m. PST. Thank you so much to all of the participants! Community voting continues through July 28 and the entry with the most positive (thumbs up) votes weekly will win a $100 USD cash gift card. Vote for your favorite game today! Finalists in each category - Best Threaded Game, Best Game on the Go, and Best Game on Intel(R) Graphics - will be announced here on August 1, 2008. The finalists will compete for over $100,000 in cash, tools and services. Key Contest Phases:
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| Kshatriya 2008-07-01 15:13:35 Posted By prafullapro | ||
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Entry Description
Kshatriya is a third person action adventure game .where u take the role of a young warrior to free the land plagued by a asura's king(demon king).
9) Camera system similar to those found in god of war series of video games.
2 Powerful material system developed to provide HIgh quality Visuals . 3) Huge outdoor scenes are streamlined from disk , no scrifice in performance.
7) User can easily switch between fullscreen mode to window mode without any glitch. 8) Provides in game UI for displaying system-state information like Battery life, processors .Also provide user with option for selecting from different power schemes.
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| S'more Wars 2008-07-01 12:57:26 Posted By Chris Schmidt, Michael Bosley, Steven Kamp, Lisa Jones | ||
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Entry Description
S'more Wars is a 2D platformer taking Ray the marshmallow on an epic journey to save his two best friends in the world, Peter the graham cracker and Winston the chocolate bar. They were both abducted by the evil forces of Commander Coco Nut. Ray, Peter and Winston formed the triumverate of deliciousness. Ray the marshmallowy gooiness, Peter the graham crackery crispiness, and Winston the chocolatey yumminess all grew up together since they were dropped out of a bag of s'mores ingredients destined for a camping trip. Their lives spent in the pantry of Kitchentopia, all was well until Commander Coco Nut arrived. Coco turned the fruit against our friends, forcing his minions to kidnap them in order to gain control of Kitchentopia. Fortunately, Ray was away decorating Winston's birthday cake and managed to elude capture. Upon finding out about the abductions, Ray modified his pastry filler into a SPLAT gun, or Self Powered Linear Acceleration Tool, that shoots little bits of himself onto the ground. This gives Ray the ability to bounce off of bits of himself in order to jump much higher than normal. He also equipped himself with a MASHer, of Marshmallow Attuned Smasher Helper, fashioned from a meat cleaver. As Ray you smash the evil yet sometimes dimwitted grapes, tough punk pineapples, and giant green grapes in order to save your friends. You can shoot marshmallow bits onto the ground to navigate over obstacles or even enemies, but beware...Kitchentopia has its own hazards. Will you rise to the challenge to save your friends? Can you smash your way through Kitchentopia and restore hope? Are you prepared for the ultimate challenge against Commander Coco Nut? S'more Wars is made by Team Melondramatic Productions at the Guildhall @ SMU. This entry will provide development and design tips and tricks, along with an ideal sit and go playing experience. It uses minimal resources and is ideal for laptops running Intel integrated graphics. Play S'more Wars and become part of the Intel gaming experience! | ||
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| Moon Struck 2008-06-30 22:44:39 Posted By Alip Kumar Saha | ||
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Entry Description
Axis 3D Studio presents MOON STRUCK -a unique 3D shooter game which is the FIRST 3D game from India in the shooting genre, published nationwide in popular tech magazines. | ||
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| Protozoa 2008-06-29 20:31:13 Posted By Mauro Persano | ||
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Entry Description
Fight waves of genetically enhanced microbiological foes in a frantic and furious arcade blast fest! With gameplay inspired by Robotron and SmashTV, Protozoa shows off the Intel GPU with physics-based special effects. Please visit our page at fzort.org/protozoa for more information and higher-resolution screenshots and videos! | ||
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| Goo! 2008-06-30 01:29:14 Posted By Tommy Refenes | ||
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Entry Description
Goo! is an action strategy game where the player controls a giant glob of amorphous liquid. The object of the game is to consume opponents Goo to get bigger or survive. There are two game modes now, Survival Mode and Versus Mode. In Survival Mode the players Goo is constantly decaying as they fight against a constantly growing and very aggressive Paint Goo. In order to Survive, the player must constantly consume pieces of the Paint Goo to hold it off as long as possible. Paint Goos spawn in Red Green and Blue variations and when they come in contact with each other their colors and behaviors mix. Players are awarded bonus points for consuming like colors. In Versus Mode, up to 4 players can battle against each other to see who can dominate their opponents. In Versus Mode, when a player consumes a part of an opponent, the opponent gets smaller as the player gets bigger. Multi-Threaded Features:
Rendering Features
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| FLAT Tryals: unleashed 2008-06-29 13:13:12 Posted By Koushik Viswanathan | ||
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Entry Description
FLAT Tryals: Unleashed is the follow-up to the original FLAT Tryals game. (http://www.greatgamesexperiment.com/game/FLATTryals) With cars from atleast two decades ago, completely retro-fitted with state-of-the-art monitoring systems, nitrous oxide tanks and turbo-charged engines,the FLAT motor company is back! and they're looking for more test drivers! Do you have it in you to steer a random-mad-scientists-creation-of-a-car with a serious handicap, around a challenging race track? Can YOU even survive in these monsters? There's only one way to find out! Built on a custom shader-driven graphics engine, and showcasing spectacular visual-effects, FLAT tryals : Unleashed takes the original FLAT Tryals experience to the next level! The game depends largely on its uncanny humor and its character's characteristic one-liners. It will make a spoof of anything on the planet! Best Game on Intel Graphics: The game is built on a customized rendering engine, designed from the ground up to support intel GMAs. The engine is built around a fallback system which detects the optimal shader combinations to use on any given chipset. It also determines the appropriate formats for render textures. The techniques use SM3.0 and work with integrated chipsets to yield convincing, yet playable results! For more info, please check the tips_tricks.pdf file attached with this entry. Best Game on the Go: The game should work hassle-free on a wide variety of integrated mobile graphics cards. The game auto-detects battery-life and remaining power, and switches to a different fallback scheme for the renderer. This way, it saves on valuable battery time and keeps your gaming going. Tips and Tricks: The tips_tricks.pdf file uploaded contains details about some of the effects implemented in FLAT Tryals: Unleashed, and explain why they would work well on Intel GMAs. It also contains a couple of screen grabs showing a sneak peek at a couple of these effects. The file can also be found here: http://cowness.forever.googlepages.com is the temporary home until the website is finished. | ||
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| Sub0 2008-06-29 05:41:41 Posted By Bradley Wesson | ||
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Entry Description
CodeCrafters Sub0 BUILD!
COMMAND!
STRATEGIZE!
SUCCEED!
MOBILE!
Note: The video is out of date, refer to the games binary in Media3. | ||
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| Army of Earth 2008-06-28 18:59:31 Posted By Tom Spencer-Smith | ||
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Entry Description
Army of Earth is an online-only action-strategy team game allowing hundreds of players and up to 6 teams to play together in an open 3D environment. The objective is to destroy the other teams by protecting and developing your own base, while destroying their bases. WEBSITE: www.armyofearth.com/ DOWNLOAD (7 MB): www.armyofearth.com/downloads/armyofearthsetup.exe This game is specifically designed to run well on integrated graphics, with no shader support needed. Visual effects are tuned dynamically according to framerate, and some effects may be toggled manually too. This way we try to achieve acceptable performance on lower-spec hardware, even with hundreds of players and an open 3D combat environment. The particle effects shown are implemented using Point Sprites. The terrain and skydome are procedurally modelled and textured. The building models are very low poly because the game uses an open 3D environment and several hundred buildings may be visible and animated at one time. All modelled objects use programmatic level-of-detail. Fog provides a nice visual improvement. Maps are generated procedurally and instantly at runtime, so you will never play on the same map twice, and the download is just 7MB. Music is streamed live from the Internet. The game features convenient ingame matchmaking and drop-in gameplay, with bots present to make up numbers while the player community grows. The screenshots were created on a Dell Inspiron 640m laptop running Vista Home Premium, with "Mobile Intel(R) 945 Express Chipset Family". Army of Earth is written in C++ and uses its own engine. Graphics are DirectX 9.0c. FMod is used for the audio. Here is our advertised feature list:
System Requirements:
An active player community centers around the forums and leaderboard. New players are most welcome! | ||
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| CELL 3 2008-06-26 00:15:01 Posted By Bapi Roy | ||
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Entry Description
CELL 3 is a terrorist hunt-down Task Force of Indian Elite, First Person Shooter team based tactical combat game. Move through the globe, seek and bring them to the justice.
Short Summary They move through the globe and track them down, move to capture or kill them.
Significant Features
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| Soul Arena 2008-06-26 02:05:44 Posted By Julius A | ||
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Entry Description
Truly 3d Fighting Game with two teams of 3 fighting. Base Engine has been in development for 3 years. We are developing the Engine to run well on our laptops that both use the Intel Centrino duo processor and Intel Integrated chipsets. We also are developing for the higher end systems that will make use of multiple Cores and higher end Graphics Cards. Our graphics, physics, networking, and sound systems are designed to perform better on multicore systems. Media Descriptions: Gallery Photo - An in game screenshot showing off some of our engines graphical features. Fresnel mapped watersurface and light billboarding for the projectiles. Media 1 - In game screenshot of our animation system and our Block/Hit/Guard system in action. Media 2 - In game screenshot of our flash capabilities. The texture of that cube is this flash movie ( http://www.newgrounds.com/portal/view/377529) Our gui will also be powered by flash. We hope to have support for streaming media(such as youtube videos) in our engine soon. Media 3 - In game screenshot of our dynamic material system. Though Ogres powerful material system we are able to quickly change between materials. Here the watersurface has been changed automatically for a system that couldn't support it. The Cube in the middle was also orginally bump mapped. This is great for users who dont' have a high end system. All assets presented are not final
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| SYNTH(tm) 2008-06-16 12:03:52 Posted By Rhys Paul Hovey | ||
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Entry Description
SYNTH(tm) is a PC game that I am working on that features proceedurally generated graphics and levels (at every stage of the game), and has custom physics. It is a multi-thread app, (--at present shows 8 threads total--) that requires a DUAL CORE processor (tested mostly on intel) and is designed to be scaled to 'n' cores and 'x'-ram in the future, it achieves this through a 3D layered design, and automatic construction algorithms. It features several non-standard (and somewhat ineffcient) graphical techniques such as "recursive turtle graphics", "G-systems", and volumetric "styrofoam" and pixlists. Environments are destructible and grow back. It uses openGL, in a multithread render queue system, that greatly speeds up the dynamic geometry process. Playable levels are created by entering 4 letter words as seeds, that generate unique playable 3D graphics (each word the same each time, so play your favorite 4 letter words). With processor and ram scaling, SYNTH (with some more work, not much though :) (its been anticipated) is going to be able to match your computer, graphicaly in detail and in level size (I have plans to simplify the game play in such LARGE constructions though). SYNTH plays like an arcade game, with simple gameplay, (shoot suck and blow operations) with an underlying conservation strategy, but can be hecktic, with hundreds of entities on screen acting like a "system" or soft body based on your controls. SYNTH also does a dynamic remix of the soundtrack, while you play, in response to your actions and -keystrokes-, but does NOT actually interfere with the gameplay. SYNTH does this FREQUENTLY and maintains it's sync, SYNTH is borders a "break beat machine" or sequence remixer. (like a DJ's tool) it just serves as an interesting audio experience, so the remix is not actually "part of the game", but I do find myself just "playing music with it" sometimes. SYNTH forcefully shuts off the sound, as well (to give relax and space), and the sequences themselves (ran on a sepparte core) are passed through a farily complicated remixer algorithm, based on YEARS of syntheisizer programming experience :). It uses 24 real time DSP effects on at one time (another thread). SYNTH v0.909 will be released soon with more graphics and things finished. These are prototype screens. SYNTH(tm) is copyright 2008 Rhys Paul Hovey. ALL rights are reserved. SYNTH(tm) requires powerful video hardware. SYNTH's download is only 30 megs, but over 28 megs of this is 16 bit, uncompressed stereo sound and music. It's a 200k style game, and has an intro generation state of over 40 seconds (on cduo2.66), in which run time profiling is done on the graphics. SYNTH is the kind of game you can play and think about, and find hard, or it's the kind of thing you can just sit there, and mess around with and make noise and blow stuff up,if you want, and look at it's bizzare "retro" graphics. Imagine your fleet of 10000 vector computers :) in 84. The current soundset is a drum and bass / "industrial-house" soundset. I have been working on SYNTH for almost 1 year. I am a professional R&D engineer (in games) and teach video games programming part time.
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| Tactical Revolution 2008-05-29 21:23:27 Posted By Jason Tully | ||
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| Mini-Pod Races 2008-05-29 05:33:59 Posted By Rodrigo Brambilla | ||
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Entry Description
Mini-Pod Races is a racing game where you play with a toy-ship that fly around near the floor. Due to tech and time/budget limitation this version is single-player but the objetcive is to develop a multiplayer version. The main focus is on the gameplay experience, that's where the pods make their difference. Instead of slowly accelerate a car every time you crash or slow down you have almost instant acceleration with brings a fast and dinamic gameplay. | ||
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| The Supers 2008-05-17 08:39:34 Posted By Nelson Yu | ||
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Entry Description
Shadow of the Colossus meets superheroes. Battle giantic killer robots before they turn the city into rubble.
STATUS: Acquired funding for the demo/prototype! COMPLETED:
TODO:
For more progress notes, see http://www.casuallyhardcore.com/blog
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| Clan Arena 2008-05-16 10:25:31 Posted By Arjen Meijer | ||
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Entry Description
Clan Arena is a first person sci-fi shooter created using the C4 engine. For more info on this game visit: www.clan-arena.net Thanks everyone for the votes and heads up and also thanks to Intel you this opportunity. | ||
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| K96 2008-04-06 14:30:31 Posted By Nathan Watson | ||
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Entry Description
After the War of 2084, which devistated Earth, man moved to the colonies he established on other planets in distant star systems prior to the War. Several hundred years of interstellar conflict have created mega-empires, each spanning thousands of star systems each and having populations in the trillions. Wealth and power are for the taking, but it won't be an easy task. Can you fight and deal your way to a high ranking officer commanding millions? Or perhaps you can make it big as a mercenary? There's only one way to find out - starting from the ground up and surviving long enough to learn from your mistakes. | ||
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| Codename Prime* 2008-04-22 17:42:59 Posted By Adam McKern | ||
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Entry Description
Codename ’Primes’’ levels will be outstanding, and follow in the footsteps of Call Of Duty, and Unreal Tournament 2004’s onslaught maps in many ways, with large unguided expanses, with plenty of small detail, and large-scale combat. Covering multiple zones within the same level. The player will be given the option to engage in combat with the enemy on multiple paths wherever possible, and with inventory items such as an EMP Tripod, where communications between the Dragos is disrupted, and nullified a vital strategic element is added to the fighting in the Levels. The Player will also have the ability to engage combat with weapons better suited in large out door areas, such as the Missile Revolver, while the Ion Pistol, and the Ion Stitcher are more effective at close range. City environments will be often battle worn, again drawing inspiration from World War 2 combat games, like Call of Duty, and Red Orchestra, showing fires, and crumbling buildings, even the echo of plasma storms in the atmosphere where quantum busters have destroyed whole continents. Along with the dread of urban and indoor combat, Drago will have scripting that Half-Life 2, and Doom 3 offer in such high quality. Other cities of the universe that have not been ravaged by war, will display all the power and wealth mankind has accumulated over four centuries of peace and prosperity.
Level lighting will reflect these environments intensely, with fire and plasma as the primary light sources on lost planets with some secondary lighting supplied by the remains of strip lighting. Whereas on the free planets of the universe will show-off an impressive range of artificial and even genetically engineered lighting. Levels within spacecrafts will feature insane zero-G combat where opponents, once in free fall, will have to shoot weapons, in order to create an impulse that propels them through the area. Low-G Levels will also be included on some planets of the universe, where the Player Character’s movement abilities will be accordingly. The NPCs (Non-Player-Characters) Characters that appear in the game follow the same principles as the overall concept: They have to be believable. The Player will have to deal with a lot of interesting people who all have their own agenda and interests, which might interfere with the Characters’ interests. Some of the characters might become his friends while other can develop into his deadliest enemies. This also applies to the looks of the Characters. As the Player Character will not only meet humans but also a variety of alien races, he might not always be able to really understand or get in touch with some NPCs. But this might just as well happen to the Player Character on Earth if he for example questions a jokester web head about how to circumvent protected data storage. In combat the same rules apply. The squad will of course follow commands, but not every marine is so acquainted with the idea of being a cloner that he sets his momentary life at stake just for a reckless firefight. Especially when fighting troops have acquired a specific knowledge and memories have not been updated yet it might be wiser to retreat as it is most often hard work to come back later and search for his own dead body to retrieve one’s memories. The the game will have a very unique design in order to make them believable as a natural species. They certainly have not evolved in a certain way to look as scary as possible to humans and they will not have the typical bad guy features that are found in other games. They don’t even have a head for starters. As the physical attributes of the Drago are very distinct so is their behaviour. They have nothing in common with humans and will appear literally alien to the Play | ||
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| SpacePig 2008-03-14 09:55:33 Posted By Andres Martinez | ||
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Entry Description
Fun, entertaining and relaxing cartoon style game. Control the animated Pig character around the moon, picking as much coins and diamonds as you can, but beware of the falling meteorites and spikes. Post your score in our Top 100 list and check how you are playing agains others around the globe. | ||
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| Iron Coffins 2008-03-16 13:04:19 Posted By Chad McRae | ||
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Entry Description
Welcome | ||
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| Mojave's Edge 2008-02-29 14:30:30 Posted By Mainland Gaming | ||
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Entry Description
Mainland Gaming presents Mojave's Edge - a unique, multi-player 3D gaming experience, with "play money" video poker, slots, and table games, as well as single-player "mini" arcade games such as Pachinko and Shiny (a tile matching game). | ||
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| Lights of Dream 2008-02-29 19:13:35 Posted By David Yan | ||
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Entry Description
Lights of Dream is made by Xilvan Design, it is created with a low budget and extremely shortage of members and lack of skills, but we have over come some these problem and constant improving our game. | ||
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| Atlantis Strike 2008-02-27 19:07:14 Posted By Robert woodburn | ||
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Entry Description
In 2010 the worlds oil supply is almost gone.Searching for the last drops of oil in the gulf of mexico,drillers Discover the lost city of Atlantis. | ||
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| Pixel and Vega in: Crunch Time! 2008-02-27 10:03:07 Posted By Aaron Murray | ||
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Entry Description
The situation is this: mega-developer Futuracorp's newest epic science-fiction MMO game has entered "crunch time" (the last rush of work before the game’s final deadline), and has been besieged by an influx of bugs and corrupt data, seemingly out of nowhere. As a special agent for VMC Gamelabs, your job is to regulate the flow of corrupt data — removing as much as possible, as quickly as possible, via a match-3 gameplay mechanic — so that Vega (appearing as a virtual avatar inside the game world) and Pixel (providing support on another monitor) can clean up the bugs. Do your job, and the game will ship on time, making millions of people happy. Fail, and gamers everywhere will be crushed. | ||
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| Rival Cannons: World War Golf 2008-02-28 09:53:34 Posted By Nicolai Dutka | ||
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Entry Description
Rival Cannons is an exhilarating golf game set up for only the craziest of mascots of the theme park industry to | ||
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| Melior 2008-02-19 11:32:06 Posted By Saul Maduin | ||
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Entry Description
3rd Person Hand to Hand style combat hybrid in the vain of Jedi Academy with the depth of a Tekken or Soul Calibur in a more modern engine. Modern Shaders, Shadows and Per-Pixel Lighting will be used focusing mostly on models and animation. Very simple game with very little plot. | ||
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| Faster Game support software 2008-02-18 10:09:03 Posted By David O.Ross | ||
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Entry Description
All games would run faster with spreadsort supporting their software. | ||
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