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DOGE

  1. What is DOGE?
  2. What are the aims of DOGE?
  3. How does DOGE achieve these aims?

What is DOGE?

DOGE is a game engine built to explore games in new contexts with an emphasis on keeping-it-simple. The acronym stands for Digital-Open-Game-Engine. The O here is flexible.

DOGE has current cross platform support for:

  • Windows 8/10
  • iPhone
  • OSX

DOGE is published under the BSD 2-Clause License.

What are the aims of Doge?

DOGE was packaged together to help game designers explore new game designs - inspired by the games built by http://www.gutefabrik.com/, the Copenhagen Game Collective and http://gameovenstudios.com.

It was designed with several settings in mind, from fast game prototyping in academic research, to help game designers learn and experiment with code, and to provide a reliable game engine for use at game jams. The rationale is further detailed here.

I'm personally interested in what games look like when we draw upon and remediate traditional forms of play, and the question, what do games look like when the game player themselves starts to embody the rules and we formalise fewer rules in the game logic?

How might we take this thinking and build new co-located party games for the social living room, design for outdoor play or even think about different uses for AR (Augmented Reality) in games, for example, use these to augment the real world rather than just projecting a game board.

How does DOGE achieve these aims?

DOGE is designed to be simple and allows the creation of working game prototypes from setup. In order to do this, it presents an extensible game engine with an easy to understand structure and simple tutorials.

The game engine does not use a visual scene editor or equivalent environment. Instead, it is aimed at game designers content with using standard Integrated Development Environments (IDEs). Correspondingly, the underlying gameframework and the game engine tutorials can be built with Visual Studio Community and XCode.

The tutorials create card based games that facilitate co-located play between players. These tutorials are based on the 2D rendering of simple cards and supply configurations for shared play with different peer-to-peer configurations.

Additionally, there are a set of sandboxes that include a 3D scene demo with AR, a simulation of a starling murmuration, and a project that links with Thomas Perl's PS Move API.