The Inaugural Collegiate Game Jam
The inaugural NC State Collegiate Game Jam was a four-day creative sprint held on September 25-28, 2025 that mobilized NC State students to build playable games and digital art from the ground up.
Overview
Artists, coders, designers, and storytellers dove into hands-on workshops on project design and development, version control, game engines, and other creativity tools while tackling fast-paced design challenges and refining prototypes with one-on-one feedback from NC State faculty, industry mentors, and expert judges. Beyond competition for cash prizes, exclusive swag, and bragging rights, participants expanded their portfolios, strengthened their skills, and connected with a community of fellow creators.
This in-person event established a recurring foundation for advancing digital scholarship capacities through structured pedagogical support and integration within the Libraries' technology spaces, bridging student creation with regional industry partners and mentors as a tent pole of the burgeoning NC State Esports community.
The NC State Collegiate Game Jam addresses the institutional priority of providing high-impact, experiential learning opportunities for students in the context of digital media and video game development. The motivation for this recurring annual event was to move from informal and student-organized efforts to a highly polished, professional event that actively builds students' digital scholarship capabilities through mentorship, instruction, collaboration, and competition around a topic (video game design and development), with significant, campus-wide enthusiasm and community spirit.
The competitor field included 55 student participants, 80% of whom were undergraduates, drawn from at least six NC State University colleges. Notably, 71.4% of attendees were affiliated with the College of Engineering in some manner. Interdisciplinary participation and collaboration were ensured by providing both design and development-focused workshops and mentorship to all participants, including students from colleges such as Design, Sciences, Humanities and Social Sciences, and the Wilson College of Textiles.
The primary goal for the student competitors was to facilitate the design, development, and production of functional, playable prototypes aligned with the designated theme, "Tunnels." A major ancillary goal was the formation of new friendships and working relationships between teammates, competitors, and participants. Ultimately, this was a major strength of the event (per post-event polling of participants). Eighty-nine percent of participants answered 'Yes' to the post-event poll prompt, "I made a new friend or contact at the NC State Collegiate Game Jam."
The project garnered significant internal support from both the Libraries and the university as a whole, securing one of the 10 Foundation Board grants for the 2025-26 academic year, totaling $24,500 to enhance the quality of the experience through awards, food, and mentorship. The success of this inaugural event is expected to attract corporate sponsorship to ensure its long-term viability as a key regional game development event--building on the already significant support from sponsors such as Arm Education, MTR Magic Key, Lenovo, Virtual Heroes, Visit Raleigh, and Thank You Good Night Productions.
How We Did It
The execution of the Collegiate Game Jam was planned as an in-person event to optimize participation, focus mentorship, and establish team cohesion. All major activities took place at the James B. Hunt Jr. Library across four days.
The development work utilized the powerful workstations located in the NC State Gaming & Esports Lab, which served as the primary Build Day venue and the site for final judging and the winners' showcase. To ensure technical readiness and uniform development environments, a custom Game Jam computing image was created and deployed across the 30+ development machines. This pre-fabricated system provided immediate access to essential creative tools and industry-standard engines, including Unreal Engine 5, Godot Engine (an open-source platform), Blender, and Visual Studio Code.
Six workshops, conducted in the Teaching & Visualization Lab, provided specific pedagogical support and integration across the development cycle. Workshop topics included foundational instruction, design best practices, project management, and professional presentation skills. The keynote address, "Why Make Games?" delivered by Dr. Alexander Card contextualized the event within the broader academic and cultural relevance of the game maker community.
Projects were submitted as standalone executable files for Windows 11. Teams submitted their finished prototypes to the itch.io platform, accompanied by a mandatory 1–2 minute video, description of their game, and any peripheral media they wished to include for presentation. The final judging process occurred via round-robin judging phases, with each team presenting to over 30 total judges over the course of an hour.
All team projects are available on the event's itch.io submissions page as fully playable games.
Ultimately, judges distributed $2,250 in prizes to 23 competitors across six teams. The $1,000 Best in Show was awarded to team #1 (Parker Morrison, Max Eddington, Anthony Napolitano, Ian Strickland) for "The Featherlode."
Results
Team
Colin KeenanExperiential Learning Services Librarian
Colin NickelsLead Librarian for Experiential Learning Services and Gant Librarian of Excellence
Cody ElsenEsports Program Director
Cam MacIverFormer Collegiate Game Jam Graduate Student Assistant