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  • Every Saturday (Weeks 2-9), 2:00 - 5:00pm @ E6 289
  • Open space to work in-person with others participating in Students Run Studios.
  • Meet with your team to work on your game or take a look at other games to give feedback and collaborate!

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This will also be posted + pinned on our instagram page soon!

(TENTATIVE)

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  • Short for Students Run Studios
  • Learn the process of developing a video game from start to finish
  • Work with teams of ~15 students and 2-4 team leads

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  • Make sure you have attended a workshop, game jam, or past SRS project! (following workshop material async counts!)
  • Sign up by Jan 31st (link later in slides)
  • Be excited and passionate about making games!

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post any questions you have in the #srs-general channel in our discord!

Haven’t joined our Discord yet? Scan this QR code now! �(STRONGLY RECOMMENDED!!!)

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SRS 25

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studio psychonauts

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team leads

* project manager

* 3rd year CS major

* lead game designer

* narrative director

* 4th year LingCS major

* art director

* 4th year math of comp major

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game overview

psychosis is a singleplayer first-person shooter where you play as a hitman taking public hits and utilize drugs to calm physiological detriments, gain physical and mental advantages, and achieve psychological and metaphysical effects.

the game takes place in future where civilians taking vigilante justice is organized and commonplace. at the same time, scientists are researching and utilizing new particles that change the nature of reality.

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what makes the game unique

  • the game plays with the concept that gameplay should be the same throughout a game
  • the game takes fun parts of roguelikes (broken runs and synergies) and hero shooters (ultimate abilities) to the extreme
  • the game covers dark and real topics with a meta narrative
  • the game has a dynamic style that changes through what drugs you take

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inspiration

gameplay:� doom, tarkov, phantom forces: gunplay� f.e.a.r., payday 2: ai� doomlikes: movement� valorant, isaac, tarkov: drugs� doom, swat: enemies

art:

cruelty squad, incolatus

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gameplay loop

choose hit (social media)

manage implants ("items")

shop and pharmacy

enter level

find and kill enemies

kill hit

take pills

get money

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visuals

super aesthetic!

most ui and art assets should emphasize

  • dynamic saturated colors!
  • 2000’s source game grunge!!
    • Kinda like Team Fortress 2, Postal 2, Quake Live
  • unhinged brain rot humor!!!

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visuals

mainly simple 3d models

  • dynamic shader art
  • non-traditional ui elements

idea is to mix silliness with

2000’s grunge to make a fun, surreal atmosphere

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visuals

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technicals

unity latest version (6000.34f atm)

  • universal render pipeline
  • new input system
  • unity ui (or ui elements ig)
  • navmesh/behavior graph/etc.
  • shader graph/shaderlabs

blender/maya, substance painter, mixamo

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why join our team

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our team's mission

  • our primary mission is to make sure you feel like you're doing meaningful work on the project & learn new valuable skills
  • our secondary mission is to make a high quality game :sunglasses:

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socials

beyond just being part of our team, you will also be our best friends! we want you to feel like you're a part of a community, so we will host many socials and hang out a lot!

you!

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communication

communication is always a problem in big games. we will try to foster good communication and have a dedicated team member to make sure all of your concerns get addressed.

let’s work together to make this game!

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work-sessions

to make us as productive as possible and to respect your time, we will have in-person work sessions twice a week! you don't have to come to them always, but we'll make sure you don't need to do work outside of these work sessions.

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commitment

  • commitment is variable! as long as you communicate
  • tasks should take max 4 hours every week
  • we will host worksessions to motivate everybody

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tracks

  • ai design
  • gunplay design
  • diegetic ui implementation
  • meta ui implementation
  • drug design
  • enemy design
  • technical art
  • narrative design
  • level design
  • concept art
  • 3d art
  • sound design

learn more about the tracks at the bottom

in large projects, many tasks might get bottlenecked leading to tasks being disorganized. however, in psychosis, you will know exactly what you will be doing before starting! never worry that you're not doing the right thing or that you won't have anything to do.

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track descriptions

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ai design

  • design various smart enemy ai behaviors, like taking cover and calling reinforcements
  • implement enemy ai using unity behavior graph, finite state machines, and maybe goal-oriented action planning(come to week 4 workshop if interested)
  • learn ai navigation, animation, and inverse kinematics

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gunplay design

  • design the weapon system to feel responsive, powerful, and satisfying
  • implement features such as camera recoil, horizontal/rotational recoil, flash, and reloading
  • learn 3d modeling, animation, and more

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diegetic ui implementation

  • the diegetic (in game) ui is very important to the design and very untraditional
  • implement multiple layers of ui using unity ui, all with different styles, and a system to switch between them
  • implement a mix of 3d and 2d in ui
  • learn 3d models, animations, etc.

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meta ui implementation

  • the meta ui is for the gameplay, shop, pharmacy, and mission select
  • you will implement the designs for these screens using unity ui
  • learn unity ui, animations, ui/ux, render textures

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drug design

  • drug design is an integral part of the game
  • in this track, you will be designing and implementing the behaviors of various drugs
  • this will require using all systems of unity, depending on the drug

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enemy design

  • the game relies on many human and non-human enemies. this is what the enemy design track is responsible for
  • here you will design and implement enemies using existing ai
  • this will require interfacing with 3d modeling, animation, and various other unity systems depending on the enemy

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technical art

  • shaders are important to make the game have the correct feel
  • + the technical track will develop shaders using unity shadergraph (or shaderlabs) to achieve desired effects
  • you will be interfacing with unity shaderlabs, vfx graph, and 3d modeling

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narrative design

  • the world of psychosis has intense lore that needs to be shown subtly throughout the game
  • the narrative designer is responsible for designing how the lore gets shown and implementing those features (eg. cutscenes, environment)
  • it might require using unity timelines, animations, and others

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level design

  • the level designer will be the interior decorator and architect to make each level feel unique
  • the level designer may also implement new systems of generating levels on top of our current level generation system
  • this will require using our level generation scripts, navigation scripts, 3d modeling, and more

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concept art

  • making 3d models is hard without concept art!
  • as a concept artist, you will create the references for the 3d modellers/ui artists who will then implement them

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3d art

  • this is a 3d game with many 3d opportunities
  • the 3d art track is responsible for helping with many of the 3d art assets, from the base human model to human variants, guns, textures and variants, 3d props, and more.
  • in addition, models need to be rigged and animated in most cases

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join our server if you are interested :3

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Lea Sioson

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Afraid of Birds.

Notable Characteristics:

Lea M. Sioson

  • Senior, Psychology and Anthropology
  • Favorite Games
    • BotW/TotK, PMD, SeekL, Volcano Princess, Vintage Story
  • Experience
    • Villainess x Reborn, Flight of the Cuckoo, Y2K!ll, White Elephant, If:Then, Blood Shepherd, Moth to a Matchstick

She/Her - Renpy Diplomat

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{Experience}

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{Katherine}

Very Important

Member

Very Important

Member

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Mission Brief

Meet your team of agents. Assist them in their missions. Assure they remain loyal to the cause. Do not let personal feelings overtake duty.

And remember: Someway, somehow, you will die.

Agent Nightingale… Welcome back.

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Premise

To think you’d survive such an incident, well it’s unprecedented.

Still, you’re useless in the position you once held. Damaged goods. Luckily for you though, a position has opened up. You may not be fit for the field, but you have more than enough experience to take the helm.

And so now we come to you. Sloppy, messy you.

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Gameplay

  • Narrative - Socialize with agents by picking dialogue choices/general choices that affect relationships and the story.
    • Romance these FREAKS or don’t…
  • Missions - Gather information and use your wits to solve puzzles and make choices for agents to follow on their missions. Their lives depend on you.
    • Information-gathering, point-and-click, simple mini game puzzles

To be a spy is to renounce the many parts of yourself.

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{Gameplay}

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{Inspiration}

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{Inspiration}

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  • Assistant Writers
    • Writers will be working very closely together to fill in a cohesive narrative and routes
  • Artists
    • Background artist
    • Character artist
    • CG artist
    • Live2d Animator????
  • Music/sound
    • Make some beautiful, heart wrenching, and BADASS tracks
  • Programmers
    • Ren’py is great for indie job opportunities!!!
    • Special emphasis on minigames and possible chatsim elements
  • UI/UX designer
    • Create sleek UI for both traditional VN segments and the chatsim

{Roles}

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{Concepts}

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{Servers}

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Team

Human Resources

Oscar, Branden, Lea

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Branden

Basic Info: Soon Political Science PhD

  • Four years of experience with Godot
  • Led Villainess last SRS (OVER 1,200 DOWNLOADS!!!!)
  • Linear regression enthusiast

I was Australian

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Oscar

Basic Info: Junior, Cognitive Science and Statistics Major

  • Over a year working with Godot Engine
  • Three game jam games (Studio Jam #1), one SRS (Villainess YES)
  • Contributed to the engine development (it’s open source!)

I kicked my shoe into a random lady’s breakfast.

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Lea

Basic Info: Senior, Psychology and Anthropology Major

  • Villainess Team Lead
  • Avid Ren’py maxxer, RPG Maker curious, Godot disciple
  • Made some games once or twice or maybe even thrice :p

I had a crush on grovyle. Yes. The pokemon.

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Premise

Be the AWAKENED baby and go on your quest to topple the unjust system because MOM SAID IT’S MY TURN IN A POSITION OF POWER!!!

Will you bring about a new order, or rule the system yourself?

You are a toddler worker employed in a corporate world ran by toddlers.

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Gameplay - Combat

  • Turn-based tactic battles
  • Attack with/using teammates (Throw launch them! Use them as meat shields reliable DPS!)
  • Action commands to boost skills/attacks
  • Collect (Hire) defeated enemies!

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Gameplay - Management

  • Share your goodies, or keep them all to yourself
  • Stop toddler fighting, or leave it to natural selection
  • Become an unkillable god, or assemble your dream team
  • Watch out! Unhappy kids might quit or even usurp!

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Why us?

We’ve played these games before

Come learn GODOT!

  • Beginner Friendly (no prior experience needed)
  • Branden’s workshops will make you a pro

Pixel art + animation

You will have fun! (and MAKE something fun)

  • Creamy boys social?

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Roles

Writer ~1

  • Help us write a funny story and interesting, goofy characters!

Artists 1-2

  • Characters/items (Pixel style)
  • CG/Cutscenes (make the game feel alive)

Music/SFX composer 1 - 2

  • Banger music makes all the difference

Programmers 2+

  • No prior experience in Godot needed
  • New attacks, enemies, levels, anything you want!

UI/UX designer

  • Design and make clear interface to help players with the complex system

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Inspo - Visuals

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Inspo - Gameplay

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Join Our Server!

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join

i always come back

hello everybody my name is markplier

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Faithless

Team M + M

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Team Leads

  • 2nd year Design Media Arts major
  • 3D Environment Artist
  • 2D Concept Artist
  • Baki & Naruto enthusiast

Miles

Marissa

  • 1st year Computer Science major
  • Game Programmer
  • 3D Environment Artist
  • Project Sekai addict

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Beware!

The territory you are about to enter is extremely hostile and inhabitants are NOT friendly

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Your mission, should you choose to accept it

You, a clairvoyant explorer, are secretly dispatched to an abandoned continent filled with mobs and fallen bounty hunters who were members of various factions. Your virtual sidekick, with time manipulation powers, helps you tap into the memories of fallen bounty hunters. By reliving their final moments, you gain their skills and abilities,

SOLO LEVELING up to take on stronger mobs and bosses as you progress through the continent.

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Core Gameplay Loop

Gameplay which supports strategic maneuvers to either engage with or avoid enemies

Quests in first-person, where you play as different characters and as your own character

Explore the continent and engage in mob fights even when not in quests or flashbacks

Stealth Gameplay

FPS Gameplay

Exploration

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Environment Design Prototypes (UE5)

Credit: Miles Turner

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Character Concept Art

Credit: Leo Zhu

Credit: Angelina Wu

Credit: Amanda Yu

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Final Overview/Vision

  • 1-2 character quests
  • 1-2 areas (ex. a forest, a marsh)
  • At least 1-2 types of mobs
  • 1-2 melee weapons
  • Communication system between the player and sidekick
  • UI/UX
  • Sounds effects/music
  • THE COMMUNITY BUILT DURING THE DEV PROCESS :)

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ANDDD…WE NEED YOU PLS PLS PLS

Melee weapons, guns, hands and arms, enemy characters

Coding integral functions for characters, enemy AI, pathfinding AI, communication, and combat

Animating the models created by the 3D artists

3D modelers

Programmers

Animators

Helping to develop the story, lore, and communication in the world

As this game has a dynamic range of settings, we would love to create as many of them as we can

Music creates the whole feel of a game and we would love to bring that experience to our game

Writers

Level Designers

Musicians

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Join Our Discord!

We want everybody!

Regardless of experience…

Opportunities for

anyone to contribute!

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Team Couch Potatoes

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Intros

  • Rahul
    • Programming/Gameplay design Lead (can help out with art?)
    • First Year Computer Science and Engineering major
    • Favorite games: Celeste, Hades, Super Smash Bros, Getting Over It
    • Experience: ACM Studio intern, Working in Unity since freshman year of high school, mostly competed in gamejams! This will be my first time working on a project of this scope!
  • Josh
    • Programming/Music Lead
    • First Year Computer Science and Engineering major
    • Favorite games: Undertale, Omori, Hollow Knight
    • Experience: ACM Studio intern, multiple game jams

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COUCH POTATOES

  • UNITY 2D Multiplayer couch vs game designed around hot potato!
  • Up to 4 (may increase in the future) players battle it out trying to avoid being the one holding on to the potato when time runs out, in quick snappy rounds
  • Multiple powerups to make gameplay engaging and unique
  • Top down 2D game (tentatively pixel art)
  • Small basic game scope, with lots of room to improve and expand! More maps, more powerups, CPUs, online, and more!

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Inspiration

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About the mechanics

  • Players will be tasked with trying to not be the last one with the potato when it goes off!
  • The potato won’t be set on a timer - it will randomly go off in a range of time, meaning that at any given moment if you’re holding the potato, you’re not safe.
  • Fear not though, for there are numerous powerups that will help you avoid being tagged with the potato, and to give the potato to others! In addition, there will be slight powerup buffs if you have the potato, to help you hunt down your opponents and slap them with the potato 2 seconds before it explodes!

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Multiplayer

  • Our current minimum plan is to make a 4 player multiplayer game - primarily limited by the fact that we will be making this for PC.
  • Possible additional players - CPU players, LAN connection
  • ONLINE VS - depending on how fast development progresses, we may implement an online system (Photon or Network for Gameobjects)
  • Variety of gameplay modes:
    • Basic hot potato
    • Infection tag
    • Last man standing

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Expectations (PLS JOINNNN)

  • Looking for people from a variety of backgrounds and skill levels! One of our goals with this SRS studio is to make sure it’s very accessible for people new to gamedev, while still having plenty of interesting goals for more advanced devs!
  • Artists:
    • 2D pixel art (if you don’t have any pixel art experience, don’t worry! We’ll help you get started)
    • UI Artists
  • Programmers:
    • Unity developers - variety of skill levels is ok!
    • Future goals you may be interested in: AI for CPUs, Networking for online multiplayer
  • Audio:
    • Soundtrack musicians - variety of upbeat chaotic pieces for different stages
    • Sound effects - Snappy sound effects to heighten the feel of our game

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Conclusion

TEAM COMMUNITY - We hope to have lots of different social events playing different local multiplayer games both for fun, and to learn from what makes them great! Furthermore, we want to run playtesting with random people through UCLA (become the annoying tablers on bruinwalk and beg people to play our game). Overall, good vibes and a great community!

Please come over and talk to Rahul and Josh at tabling, and feel free to message us on discord if you have questions! (Lanzalot. And JustAnotherMusician7)

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Beat of Life

A silly rhythm game about the ups and downs of life

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Team Leads!

Aderyn

Woyu

Alani

Project Manager

Programming Lead

Music /Art Lead

4th yr transfer, Comm & Film

  • Favs: Spiritfarer, League (lets run it down >:) ), It Takes Two, Pokemon Go
  • Exp: SCARAB, AxoBeats, Otter-Half
  • Average cute things enjoyer
    • TRINKETS!

2nd yr, Computer Science

  • Hobbyist game developer
  • Exp: SCARAB, rhythm game clones

2nd yr, Design Media Arts

  • Music Industry + Data Science Engineering minors
  • Favs: Minecraft, Roblox, Fortnite
  • I love Studio Ghibli and horror games/movies

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Core Ideas

Foundations:

The Premise:

  • Technicals:
    • Godot
    • 2.5 D
  • Themes:
    • Trials and tribulations of growing up
  • Silly, fun, yet sentimental

Beat of Life is a silly rhythm game about the ups and downs of life. Your goal as the player is to make it through the struggles of growing up whether that be trying to blow the candles out on your first birthday or accidentally taking the freeway on ramp when learning to drive. This game is a love letter to our youth and the adventures we'll keep continuing to have in these next chapters of our lives.

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Level Breakdown

Level 1: 5th Birthday

  • These 5-year old lungs don’t got that much power. Guess you gotta keep blowing them out till they stay that way!

Level 2: Learn to cook

  • Follow mom as she teaches you to cook but be careful! That knife is awfully sharp.

Level 3: Learn to drive

  • Oh no! You accidentally got on the freeway while learning to drive. Hurry up and weave through traffic to get off at the next exit.

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Level Breakdown

Level 4: Internship ;-;

  • Interviews are hard… thank god you practiced! Right? Oh well, just try to do your best
  • Accurate hit = you answered the question well
  • Bad hit = you answered the question badly

Level 5: Moving on

  • You’re moving across the country to follow your dreams and you need to hold back your tears as you leave your old life behind.

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Gameplay

  • Kinesthetic rhythm game
  • Story progression through rhythm
  • Mixing up the playstyles
    • Blow out the candles on your 5th birthday!
      • Candles ignite in a certain rhythm, player uses 5 keyboard binds to repeat & blow out
    • Lets Cook!
      • Use space bar to repeat mom’s instructions on how to cut vegetables
    • Oh no! You’ve taken the freeway on ramp on accident!
      • WASD to weave through traffic to hurry up and get off
    • Interview time
      • Use WASD to input pre-communicated rhythm combos in order to answer the questions right
    • Bye Bye
      • Tears are threatening to fall! Once they get to a certain size, use space bar to blink them away

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Inspirations: Gameplay

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Inspirations: Look and Feel

Credit: Alani

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Expectations

Check-in

Work Session

Quick online check-ins via Discord with each team at the beginning of each week

2 hours at the end of each week to lock in in-person with your fellow beats and have some fun!

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Let’s Chill

  • This is ultimately a student project and something that should be fun to do while being able to make friends along the way.
    • Socials!
    • Game nights!
    • Spontaneous trips to Westwood after a work session!
    • Griefing the minecraft server!
      • *Team Beat does not condone any form of harassment, bullying, etc.*

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We need YOU!

Artists!

Composers!

Programmers!

Sound!

UI/UX!

Anyone who likes to have fun!

  • 2D & Animation: notes + character design, rhythmic animations
  • 3D: Background modeling to achieve 2.5D (2D beings in a 3D world)
  • Core of the game!
  • 2-3 composers to produce a song so each level can have its own amazing music. Go wild and have fun!
  • Multiple levels and gamemodes
  • Beatmap schema and playfields
  • Player settings
  • Sound Cues: satisfying on hit sfx
  • Ambience and background
  • Collab w/ composers & artists for audio-visual cohesion
  • Seamless Interactions
  • Menus & Navigation: Intuitive level progression, menu, and settings design
  • HUD Elements: combo meter, hit/miss indicators, score

All experience levels welcome :)

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Demo!

Credit: Aderyn and Woyu

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Any Questions?

Enter

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Thank you!

Pls join the discord if you’re interested!

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Afterworld

Afterworld

PowerPluss Girls

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Team Leads

  • Anam - Writing
    • Fav Games: Minecraft, Marvel Rivals, Genshin
  • Allison - Art
    • Fav Games: Resident Evil, Fear and Hunger
  • Defne - Management
    • Fav Games: Mass Effect, Love You To Bits
  • Vaish - Coding
    • Fav Games: Breath of the Wild, Ghost of Tsushima

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PREMISE

A thousand years after a climate apocalypse…

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You happily live in an underground city

One day, there is a mining explosion

And suddenly you realize there’s an outside world…

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You are exploring the outside world

When a magical frog gives you a quest

To visit four tribes and collect orbs

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You encounter human-like animals in a toxic jungle…

Deceptively happy pink dolphins above acid rain clouds…

Strange sea creatures underwater…

and traitorous foxes in a treacherous desert.

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OBJECTIVE

Objective: Visiting each tribe, you:

Take On quests solve puzzles talk to NPCs

in order to collect orbs to feed the Frog, in hopes to return to your Underground City.

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GAMEPLAY

GENRE: top-down story-based 2D fantasy adventure RPG

You walk around the map, talking to NPCs and collecting items to solve quests/puzzles and learn the story.

Mechanics: sprint, interact, electric shock (can turn on/off electrical machines & robots)

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GAMEPLAY

Target Demographic

  • The casual, cozy gamer who wants an epic story & amazing puzzles
  • 13 and up

Player Motivation

  • The curiosity to explore & learn more
  • Help out NPCs in need
  • Return home to your underground city

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Concept Art

Concept Art

Style Inspo

it’s mostly just character design <:]

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Future Art Goals

Style Inspo

Background needs a heavy overhaul as most of it was premade assets.

Having light rendering such as in Dead Cells would really elevate the design.

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WANTED

PROGRAMMING

  • Mechanics

  • Scenes/Quests

  • UI

  • YarnSpinner

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WANTED

ART

  • Animated Sprites

  • Cutscenes

  • Maps & Objects

  • UI Elements

(WE ART STYLES)

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WANTED

SOUND

  • Soundtracks for each area

  • Textural sounds for walking

& interacting

  • Shock sound for the

electricity power & other SFX

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WANTED

WRITING

  • NPC - Player Dialogue

  • Narrative Monologue

  • Creating NPCs

  • Choices

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GOALS TO ADD

  • Expand/refine the story, more complex dialogue
  • Add the shock ability
  • Add items & collectibles
  • Add more puzzles/minigames + dungeons
  • Expand the tilemaps + add a new species
  • Add cutscenes

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TIMELINE!

Week 3-4

Week 5-6

Week 7-8

Week 9-10

Connecting Yarn to Unity, add sprint & crouch (make new sprites), making it so you can go to any region in any order (closing off regions)

Adding the shock ability with raytracing, add SFX

Adding items & collectibles (coins, food) + Inventory

Adding puzzles/minigames in the overworld to progress + respawn points

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Week 11-12

Week 13-14

Week 14-15

Week 15-16

Week

17-18

Week 19-20

Expand all the region, middle, underground area, flesh out NPCs, add the frog species + add frogland map and frog species NPCs

Adding puzzle dungeons

Enemy pathfinding for NPC following the player + art for cutscenes

Player face reveal & cutscenes, different endings

Adding directive UI to quests (objectives)

Voice Acting (animal crossing style), more audio/music, adding secrets & easter eggs

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WHY YOU SHOULD JOIN US

  • Story game = Fun!
  • A lot of opportunities!
  • Experience!
  • We were beginners too!
  • No pressure, cute & cozy vibes
  • You can contribute your ideas and be very involved!

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https://agsiddiqui.itch.io/afterworld

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Sign up to be a team-member!

Apps are due Jan 31st for initial team formations!

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Initial teams will be announced Sunday, February 2nd

through email and Discord.

SRS Kickoff will be held

Tuesday, Feb 4th, 6-9PM,

where you can meet your team and start working!

We may continue to have rolling applications a week after 2/2 depending on signups.

studio.uclaacm.com/srs/sign-up

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We will now start tabling so you can talk to the team leads individually and also play their game demos!

Note: Team Leads are able to request members to be on their team.

We recommend introducing yourself to the leads so they may write down your name, or some leads may have a sheet collecting names.

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FRONT

lecture-style seats

tables

Team M+M

POWER-PLUSS GIRLS

Team Beat

Couch Potatoes

Memento Mori

Psycho-nauts

Team HR

https://tinyurl.com/srs25signup