2016 Winners

Australian STEM Video Game Challenge Winners

We are delighted to present the winners of the 2016 Australian STEM Video Game Challenge.  The judges had a great time playing everyone's games and look forward to the 2017 Challenge!

Years 5-8 Scratch

Nyibango Costa and Shiris Kayastha
St Vincent’s Primary School, ACT

Magnetics

The judges described Magnetics, a 2D platform game developed in Scratch, as, ‘A great rst attempt at a game.’ Playing as a small magnetic cube, Magnetics uses the game environment to explore the physics and properties of magnetism, using the switching

of positive and negative poles as a mechanism to complete challenges. Rewarded largely for its premise and concept, Magnetics has a lot of potential, and impressed the judges as the beginning of a very good crossover between platform and puzzle genres. 

 

Luke Aguilar
Tacking Point Public School, NSW

Bounce 

A top-down maze-navigation style game, Bounce requires the player to navigate from one point to another, solving various challenges along the way. Created in Scratch, the judges were impressed with the use of physics, angles and trigonometry displayed in creating many of the obstacles that need to be negotiated by the player; and by the graduating complexity of the levels. Bounce incorporates a large amount of problem-solving into the gameplay, creating a challenging environment for the player, while the level design along with the soundtrack help to keep the player engaged until the end. 

Magnetics

Bounce

Years 5-8 Gamemaker/Gamestar Mechanic

Aizaz Irfan
Renmark Primary School, SA

Hard Games to Play

A Pac-Man style arcade game, Hard Games to Play, created in Gamestar Mechanic, sees the player navigate a series of mazes, while avoiding enemies and collecting tokens or ‘dots’. Playing against the clock, the player must endeavour to complete each maze or room as quickly as possible, while achieving smaller tasks along the way. A familiar style of game, the judges described Hard Games to Play as a solid rst attempt at a complete game that is enjoyable and challenging to play. 

 

Isabella Varda, Joseph Silveira and Dua Fatima
Glenroy West Primary School, VIC

Back to Earth

Developed in Gamestar Mechanic, Back to Earth is a platform adventure game that chronicles the journey of a protagonist stranded on a foreign planet. Needing to get back to Earth, the player must navigate a series of levels, avoiding enemies and collecting resources
in order to construct a way back home. Back to Earth uses custom backgrounds, created by the team, to give each level of the game a different setting, and includes puzzle/strategy elements involving keys and teleportation devices to keep the gameplay interesting throughout. 

Hard Games to Play

Back to Earth

Years 5-8 Open

Abhi Singh, Emmanuel Pranoto, Helen Yang and Cameron Ke
Churchlands Senior High School, WA

Time is of the Essence

A cross between Super Mario and Flappy Bird, Time
is of the Essence portrays the quest of the main character, Ace, as they are sent on a mission to thwart a threat to the world by a central antagonist known as Professor Periwinkle. Using familiar controls, players must navigate a variety of levels and obstacles, with an increasing degree of dif culty, to ultimately accomplish the goal. The addition of a countdown timer helps to move the game along and keep the player motivated, with a large amount of consideration to level design, gameplay and story helping keep players engaged and challenged from start to nish. 

Maximus Lorents
Sydney Secondary College – Leichardt Campus, NSW

PixelTanks 

Developed in Python, PixelTanks is a top-down arcade style game that places the player in control of a military tank. Using a ‘last-one standing’ style of gameplay with increasing levels of dif culty, the objective is to eliminate enemies using a combination of strategy and force in order to progress to the next stage. Adopting an 8-bit graphic style and accompanied by an original soundtrack, PixelTanks is fun to play, with an additional ‘endless’ mode helping to add to the game’s longevity. 

Time is of the Essence

PixelTanks

Years 9-12 Gamemaker/Gamestar Mechanic

Tom Hubeek, Nathan Lambert, Lachlan Wiliamson and Jacob Djaelani
St Bede’s College, VIC

Spectrum

Created using Gamemaker, Spectrum is a side-scrolling platform adventure game that sets the player on a quest to restore colour to the world. Rendered in greyscale, the game uses familiar controls, allowing the player to traverse a number of different levels in search of coloured crystals, dodging and leaping a number of different enemies along the way. Accompanied by a custom-made soundtrack, Spectrum is a fun adventure, and a great example of collaboration between a team to develop a cohesive and enjoyable game. 

 

Marcus Ing
Trinity Christian School, ACT

Superbug

Developed in Gamemaker, Superbug is a fun and addictive strategy game that pits the player against strengthening waves of enemies. Playing as the last trace of a virus inside the human body, ghting to survive against the combative practices of the immune system, players must collect DNA to strengthen themselves and hold out for as long as possible against an increasing array of enemies. As the player progresses, and waves of enemies grow stronger and more complex, players can ‘mutate’ themselves into a stronger form of virus, adding a decidedly strategic edge to the goal of survival. 

Spectrum

Superbug

Years 9-12 Unity

Joseph Smith
Varsity College, QLD

ColourSniper 

Developed in Unity, ColourSniper is an addictive quick-draw style skeet shooting game. Equipped
with a turret and two types of ammunition, the player must eliminate coloured projectiles as they y on to the screen. Although the gameplay mechanics are quite simple, the inclusion of other objects, and the randomisation of the projectiles help to create an enjoyable game that makes use of a touch-screen environment to produce a fun, pocket-sized challenge. 

 

Harry Waldon and Lachlan Weis
Ignatius Park College, QLD

TumbleCube

Built with Unity, TumbleCube is a 3D puzzle game that encourages the player to use physics and inertiato solve a series of problems. Controlling a three- dimensional cube, the player most roll, tumble and direct the cube through a series of challenging courses. As the game progresses, the player must evade swinging hammers, navigate rotating platforms and use velocity to traverse large voids, resulting in a highly entertaining and challenging game that makes good use of Unity’s 3D physics capabilities. 

ColourSniper

TumbleCube

Years 9-12 Open

Stuart Rich and Eli Narev
Sydney Grammar School, NSW

Super Probe Quest 

A very well-documented game designed in HaxeFlixel, Super Probe Quest tells the story of an intern at NASA responsible for sending a probe to Pluto. Pulling the player into the role of the lead character, Super Probe Quest is structured as a series of mini-games that must be completed in order to obtain the parts needed to assemble and launch the probe. Varying between platformer, arcade and puzzle genres, the variety of games helps to carry the story along and makes for an innovative approach to delivering an in-game narrative. 

 

Aaron Hamilton-Gold, Celeste Oliffe-Gold and Tyler Whelan
Dulwich High School of Visual Arts and Design, NSW

Mole’d

Described by the team as ‘a contemporary take on classic RPGs’, Mole’d was created in RPG Maker using a combination of Ruby and Javascript programming languages. Featuring original artwork and sprites, Mole’d sees the player take control of Maria, an engineer on a quest to save a race known as the Mole People. Making good use of a game’s ability to tell a story, Mole’d plays like a classic role-playing game, as Maria battles, sneaks and speaks her way through the adventure. Underpinned by a table-based battle mechanic that was developed by the team, Mole’d combines a detailed storyline with adventure and strategy to create an engrossing gameplay experience for the player.

Super Probe Quest

Mole'd

Contact

The Australian STEM Video Game Challenge team loves talking to people about education, STEM, video games and how all three things can work together.

We are always on the lookout for new partners and organisations that can support our goal of making STEM learning fun and interactive.

You can reach us using the details below:

Email      contact@stemgames.org.au
Phone     03 9277 5468 
Twitter     @STEMGamesAus

Downloadable Media
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