Microsoft announces Dream.Build.Play 2011 Challenge for Indie game devs

Microsoft today announced the Dream.Build.Play 2011 challenge for independent game developers. The contest, which is sponsored by the company, was created to try and encourage indie developers to create new and innovative games using the XNA Game Studio software.

According to an email Neowin received today, each game that is entered into the content will be judged in three different areas. Firstly how fun the game is to play, secondly how creative and unique the title is and finally how well produced the game is.

The grand prize winner will get $40,000, first prize $20,000, second prize $10,000 and finally the third prize winner will receive $5,000.

Previous winners of the Dream.Build.Play challenge have been “Beat Hazard”, Windows Phone 7 and Xbox 360 title “CarneyVale Showtime” and “Weapons of Choice. Microsoft went on to say that all three previous winners have gone on to become top sellers in the Xbox LIVE Indie Games section on the console.

Microsoft’s Mark Seminatore, Principle Development Manager in the Xbox Advanced Technology group said that “Microsoft has always valued the creativity and innovative thinking that comes from independent developers, We’ve hosted the Dream.Build.Play contest for the past five years in an effort to support and nurture that talent”

The challenge is well worth entering for wood be developers, especially as seven previous finalists went on to get Xbox LIVE Arcade contracts and have continued to do well on the Indie gaming scene.

More information on the Dream.Build.Play Challenge 2011, including all of the official rules, can be found at http://www.dreambuildplay.com. You can also follow the hashtag #dreambuildplay on twitter.

Report a problem with article
Previous Story

Microsoft to show off Windows 8 Tablet design demos in June

Next Story

Microsoft mistakenly announces Internet Explorer 9 launch for March 24

8 Comments

Commenting is disabled on this article.

Maybe if XNA allowed users to compile an executable and supplied more cross platform use other than microsoft devices, I'd consider bothering with it.

MrGriggs said,
Maybe if XNA allowed users to compile an executable and supplied more cross platform use other than microsoft devices, I'd consider bothering with it.
You know that the programing is in C#, right? As far as I know the Xbox 360, Windows Phone 7, PC, and Zune are the only devices that can run compiled C#. The other systems mostly use C++ if I remember correctly.

MrGriggs said,
Maybe if XNA allowed users to compile an executable and supplied more cross platform use other than microsoft devices, I'd consider bothering with it.

Smoking something much? XNA DOES compile executables.

RealFduch said,

Smoking something much? XNA DOES compile executables.

I'm more used to C++ maybe the methods are different, explain to me how I can build an executable with XNA?

MrGriggs said,
I'm more used to C++ maybe the methods are different, explain to me how I can build an executable with XNA?

It's just like any other dotNET library. Grab a copy of Visual Studio along with the XNA framework and off you go. MSDN has a ton of how-to's and all that if needed. (Look over create.msdn.com)

MrGriggs said,
I'm more used to C++ maybe the methods are different, explain to me how I can build an executable with XNA?

If you start a Windows XNA project, write whatever you want and compile as normal, it spits out an exe plus your resources (models, textures, sounds etc) in subfolders organised however you organised them in the project.

At least last time I compiled with 3.1 it did, haven't done a Windows build in 4 yet.