The Games Students from Huddersfield Uni once again dominate the Yorkshire and Humberside Game Republic Student Showcase. Last year we won three of the four 1st Prizes and this year we’ve done the same.
Each year, for the last 10 years, Jamie Sefton and Game Republic have been running a competition between the Yorkshire and Humberside universities to showcase student talent – the Game Republic Student Showcase website 2017. The Showcase provides a competitive spirit to all the programmers, designers and artists on the various games degrees in the area.
Teams from the universities of York, Bradford, Leeds, Leeds Beckett, Sheffield Hallam… and of course The University of Huddersfield. This year was the biggest event so far with 26 teams competing, with lots of floor space given over to VR. Last year, there was only one VR project (our own Nathan Boxhall-Burnett and the VIVE Dr Who Tardis experience- Nathan Boxhall-Burnett winning 1st Prize Games Technology, 2016).
This year there were five VR installations, all very different. We were very well accommodated across five rooms at Leeds University in the Sadler Building, with Dr Hamish Carr being our very friendly and congenial host.
All the GR Educational Partners are able to take six teams and ours were:
Shutter Shade Heroes were arguably the most-visited and actively-enjoyed team offering. They were showing their VR Partyware game – a very active VR version of party games and exercises… including cracking a safe, all via the VIVE. Here they are with the set-up.
Games within VR Partyware include baseball, darts, throw a ball in a bin, sqat thrusts and crack a safe. As players succeed at each game they return to play the same series in a more demanding manner. The team members comprise: Parampal Singh; Kiera Hayman; Joe Cooper; Marcus Nichols; Liam Ford and Chris Vickery.
Out of Mana – navigate a dungeon with all the usual (and some unexpected) dangers and get to the end to fight the Boss. Play as a 2-person game and decide to work together …or kill them and play it alone.
The team of: Dan Schofield, Angel Petkov, Alyson Sjardijn, Gage Bolton, Martin Barker, Dean Ford and Natalie Hirst… completed thew game. Well done on making a really playable game!
Reaper’s Rampage team with… you guessed it, the Reaper’s Rampage game at Game Republic 2017 – a 3rd person fight game where the Grim Reaper (our hero’s father) is testing his son’s skills (the player) against all sorts of ghouls to see if he is good enough to take his place when he meets his maker. |Fighting the devil’s minions, or more graphically, “Fighting Satan’s spawn”, as the team nicely put it. Great game!
The team are: Rob Potter, Max Zazulak, Jake Brown. Here are Redkite Games playing the game.
So how can we make a simple game of Pong as complicated as possible? Well, you need to do it over the web using the user’s smartphone. Here’s Kiera demoing her game with users’ playing via their phones. A variety of internal algorithms choose which way to proceed to minimise latency. All clever stuff.
Robert Potter with This Dead Winter – a mesmerising fox-runs-through-snow-leaving-footprints game, currently at concept stage, and with some gamification targets built in. However, just watching the footprints and tail swooshes in the snow is enough for most people as the untiring fox makes its way through the wilderness.
Rob is very generous with information and provides a fairly good trail of what he’s up to and how his experiments in coding are going on his Twitter feed: @Rob_Potter. Join him there and follow one of the UK’s future games programming stars.
Max’s Game Character Art was on show including the much talked-about ogre with dangly bits plus fighting dragons breathing fire. Here is Max with his characters – posters, monitor and TV – what a spread! Max was also one of three Finalists in the 2017 Search for a Star Games Character Art – so well done Max! A star of the future and one to watch.
The work that I have developed for my final year is all inspired by games that I have played, my heritage and other visually interesting elements. The year started out as pretty average, however by becoming involved in competitions such as Search for a Star and Game Republic, a sense of push allowed me to develop my assets through iteration; improving the pieces vastly each time.
Whilst the picture below shows only one, Max’s showreel was shown on a large TV and had a rotating models of two dragons fighting – the one below breathing fire.
Of course, the A1 colour pictures on the wall show his three character poses better than the amalgamation below.
I am a 3D Character Artist and aim to work in the Games Industry developing 3D models for major games studios. I am very passionate about my work and I am extremely focused on achieving this goal.
See more at his own website: Maxim Zazulak website – Games Character Artist.
The Huddersfield wins are a fabulous testament to the work and dedication of the games teaching team at The University of Huddersfield and also to the brilliant students we have the pleasure of spending time with. All the best to them in their new careers as they leave us for pastures new in the games industry.
1st Prize. VR Partyware by Shutter Shade Heroes
3rd Prize. This Dead Winter by Rob Potter
2nd Prize. VR Partyware by Shutter Shade Heroes
1st Prize. This Dead Winter by Rob Potter
1st Prize. VR Partyware by Shutter Shade Heroes
As part of Flux8’s development, I recently attended the Insomnia60 games event at the NEC, Birmingham, along with a few other people. This event was the first part of marketing for the game and getting a large amount of people to play it, in order to see both their reactions, as well as their thoughts on it.
Throughout the event we had a plethora of people come over and try the game, of which a very large majority enjoyed it. We also received a lot of feedback on how we should improve the game, which will be beneficial in the coming months of development. Our expected target audience, which is children, thoroughly enjoyed the game and loved the merchandise we took to the event, including badges, stickers and business cards.
Overall the event went well and it was a very fun time for me personally, getting out there into the world of games and the events that happen because of them. Hopefully I will be there at Insomnia 61, showing an increasingly polished game and meeting many new people, including other developers.
We arrived at the event on Thursday, the day before the event, meaning we had a choice of where to set up our stand. We decided to set up at the end of the row so we could try to entice people passing by with our free merchandise. Looking back after the event, I believe more posters would have been helpful on the sides of the booth to make it look more appealing.
The start of the event seemed slow as most of the attendees visited the AAA games before visiting the indie booths. After a few people visited the booth and responded positively to the game, the stand began to attract visitors more consistently, having at least one person playing the game at any given time. The event peaked on Saturday at noon, having a larger audience at the stand playing the single player as well as the Local-Coop. As the demographic for the game was kids, we had an encouraging amount of positive feedback from the younger audience.
During the event we encouraged players to vote on Steam Greenlight and a large amount of players did, leaving helpful feedback and comments on the game. The remainder of the event consisted of a varied demographic playing the game, ranging from the younger to older audience who all seemed to enjoy it. The event also served as a playtest, allowing us to find bugs and come up with ideas for improvements.
The evening of the first day gave the opportunity to meet with other developers and discuss both game development, as well as how the teaching of games has changed over the years, several of the older developers not having had the option to study games development, let alone get a placement within the industry.
On the Saturday, we went in knowing that it was likely to be the busiest day of the weekend and as such, we went in with the fixes from the previous day, having cut the more problematic levels to give us the best opportunity to showcase the game. We also began to take more of a focus on the multiplayer game and pushed the Steam Greenlight more.
The last two days proceeded more steadily as the attendance slowed down. During this time, we also attracted several cosplayers who got a photo opportunity with Tess and Newt. After spending the 4 days next to the Yogscast booth, Newt even got a photo with Sjin on the last day.
Did you visit the Flux8 stand at Insomnia60? Let us know in the comments section below! Don’t forget, you can still Vote for Flux8 on Steam Greenlight!
Check out everyone’s submissions below!
I entered into the Search for a Star competition in the VFX/Animation category. For the first stage I submitted a deformable snow shader I made for my personal project in Unreal Engine 4. That got me through to round 2, in which the VFX artists were tasked with creating an over the top Sci-fi projectile effect in which one sphere had to shoot another in Unreal Engine 4. Here’s my submission:
I received 2nd place and have subsequently made it through to the finals.
Nick Chilvers is through to the final with his submission: Galactic Defence – A Real Time Strategy game with Tower Defence elements.
We’ll be following their progress and keeping you updated with the results!
I’m 18 years old, currently in my first year at Huddersfield Uni, studying Games Design. I live at home and commute to Huddersfield. I spend most of my time outside of university playing video games, doing assignments, practicing my 3D art or making mods.
This Mod brings highly customizable Dragonborn-inspired Power Armor and weapons to the Wasteland. The TES-51 Power Armor Mod also features six new paint jobs including Nordic Warpaint and Skyforge Steel, plus a bonus new location with an untold secret. It does a superb job of bringing Skyrim aesthetics to Fallout 4, and is one of the better ways to turn heads aboard the Prydwen.
It all started in 2012, when I got my first gaming PC alongside a copy of Fallout: New Vegas and The Elder Scrolls V: Skyrim. Diving into the Nexus Mods sites browsing all the user-made content was enthralling, and added hundreds more hours to some of my favourite games.
It wasn’t long after that I decided to try my hand at making my own mods. I barely had any idea what I was doing, so the earliest weapons I made remained untextured in 3ds Max. After the announcement of Fallout 4 it got my creativity going a bit, and I had already done my first year at Bradford College doing games development, so I knew at least how to model and texture something. I released my first mod for Fallout: New Vegas, a vending machine inspired by Fallout 4’s redesign. It got a good reception, so I kept at it. Eventually, once Fallout 4 had released and I’d had the chance to play it, I wanted to make my own power armour for the game, then I made another, and another, and… basically I can’t stop…
My favourite aspect of games design is character art. No matter the type, be it a giant hulking mech, a diving suit, or a mercenary-type, I really like creating characters and armour. Creatures too, though I haven’t had much practice at non-humanoid things yet.
After finishing Games Development over at Bradford College, I wanted to keep at it, and move my focus towards the design/art aspect since programming isn’t really my thing. I looked around, went to open days and such, and decided that the University of Huddersfield offered the best course for me, and I remain confident that my decision was the right one.
Up until recently I’d have said Autodesk Maya, because I was comfortable with it and it let me make the models I wanted to. However, after starting at Huddersfield I’ve found my true home, ZBrush.
I still use Maya in conjunction with ZBrush, since I haven’t figured out how to do a fair few things in it yet, but I love the freedom it allows. Being able to get so much more detail into my models and textures is great. There are so many things I wouldn’t have dreamt of making in Maya that I can now do in ZBrush, and enjoy doing it too.
Here is the article if you wish to read more about this: Fallout 4 and Skyrim mods
Ocean Spark is an independent video game studio set up by four video games design students. They are all third year games design or games programming students from the University of Huddersfield. The EPY students are in the final round of the UK Games Fund’s Tranzfuser funding. They have a great shot at winning a massive £25,000 to help them complete their game “Tetra”. They (and the rest of the world) will find out at EGX Rezzed in London at the end of March. Fingers crossed!
“Tetra” is a strategic, role-playing tower defence game. The player controls four elemental guardians with distinct abilities.
Tranzfuser, the innovative new games development program, is run by UK Games Talent. The main goal of Tranzfuser is to provide an annual shot for top Games talent into the UK development ecosystem with a focus on creative team leaders.
This is the first time a UK-wide talent programme has been directly linked to a prototype fund. It will allow new teams to receive the full benefit from grants and to interact with a host of other early-stage games development teams and companies.
Additionally, Ellie Brown and Helen Andrzejowska, both members of Ocean Spark, have got through the to second stage of Sumo Digital’s Rising Star competition (along with Sam Dickinson from Canalside Studios). This yearly event has entrants create their own games, art assets, animations or visual effects. Prize packages include valuable access to established games companies, one being a guaranteed internship interview with Sumo Digital.
However, Ocean Spark aren’t the only EPY students finding success. Torchbearer Interactive have already been awarded £15,000 by Creative England so that they can complete their game “Cloud Cover”. Torchbearer comprise three games programming students who work on their own projects and who also contract out to other EPY teams.
“My inspiration to build the scene came from playing The Division. I wanted to try and replicate the aesthetics and style which The Division has set. I then decided to build an abandoned hospital.
Following The Divisions story, I wanted the hospital to be set a couple of months after it all began.”
Aadvark Swift’s “Rising Star” Competition allows design and programming students, who are not yet in their final year, to compete in five different categories including:
As a designer, Sam will be entering the “Environment Art” category; Therefore, he will have to compete against other students throughout three stages:
The Little Big Planet 3 developers are offering a guaranteed internship interview at Sumo Digital as the grand prize. This is a desirable opportunity for any young developer hoping to break into the games industry. The Rising Star competition is also a great opportunity for students to build their portfolio. Therefore this leads to their work seen by some of the UK’s leading games studios.
Aadvark Swift are also running “Search for a Star” – Rising Star’s companion competition which is open to final year and Masters students.
Check out the video below to take a look around Sam’s hospital environment, or Click Here to visit Sam’s portfolio and see more of his artwork!
“The first stand I went and had a look at was a company called Orbirama. They specialise in making panoramic videos into orbiramic videos, this meaning they can view and manipulate live events from its orbit. At first I thought it was a really good idea, all they had to do was aim their camera at a woman on a business card/magazine and she became 3D.
“This amazed me at first but there were certain parts of it that needed working on and touching up, for example when they demonstrated it, it worked fine but when they tried to do it using a magazine and then attempted to rotate it, it decided to crash and break which was a shame. But all in all it was a very interesting product but I don’t think it has a very good purpose at the moment. The second company I decided to go and see was called SUBPAC tactile bass system.
“I did really like the Orbirama Vision technology we looked at first, the 360 degree vision centred on a focal point, it’s definitely going to increase the popularity of something like wrestling, having a fixed stage you can rotate your head around to see a different angle of the fight to someone else.
“I’m intrigued to see the applications it has for rehabilitation for those suffering from mental health issues or PTSD
The EEG mixed VIVE setup was interesting too, it attempted to track and tell me my emotions in the form of a few colours .This was a company that provided jackets and headphones that the user can wear which replicates the effect of being in a club where there is a lot of bass. I thought this would be a really good idea for when you are playing music games or when you are in a very loud battle on a different type of game. These were both shown in 2 different variations, one where you can stand up and use it, the other where you can sit down and use it.
“Monday morning and with a nip in the air I eagerly collected a mini-bus and made my way to the University entrance. All travellers were already waiting and eager, having sorted out seating arrangements we set off. Graham made sure we had the correct level and volumes of music. After a couple of hours, we stopped for a welcome coffee break.
“Getting down to London wasn’t an issue, but finding suitable car parking was. However, we did find a large space near the ‘Emirates stadium’, and various jokes were cracked about the Gunners. The journey on the tube didn’t take long, and in no time we were at Tech Expo 2016, 155 Bishopsgate London. A very grand marble clad building with impressive and ornate escalators into the exhibition area. The exhibitors were split into Creative, Finance and Analytics/Security. There are no prizes for correctly guessing where we headed for first: yes, the AR/VR stalls!
“We tried on various headsets, and were tested for our emotional states, as well as being enticed into playing the role of a variety of avatars such as Iron Man in virtual games.
“I was particularly impressed with the different styles, customisations, and applications each firm had made, all under the AR/VR banner.It did occur to me that AR firms are making life difficult, as each has an app to download that reads their specific code; as opposed to everyone using the same readers to access all of their AR/VR technologies.
“I think we all came away with a variety of leaflets, freebies, and business cards of exhibitors who expressed an interest in coming to our Showcase event. We were all aware of the aims of the products developed by the various stall-holders, and it appeared that Unity was the preferred 3D modelling software or most if not all the exhibitors. The stall holders weren’t too keen to give away any secrets about programming languages, and whether code was developed in house, or bought in. In addition, we were fortunate enough to look at the way exhibitors presented their products, stalls and ideas, and this provided insight into what works well/ and not so well to help with our Showcase event.
“The rest areas offered rich chocolate cake, macaroons, and almond slices as well as a variety of ‘mocktails’. All very delicious. Once we had exhausted the stands, and filled up on cake and refreshments, we made a decision, for the last hour and a half to do a whistle-stop tour by sight-seeing rather than get stuck in rush hour traffic. Tate modern was interesting, but needed more exhibits. We put our photography skills into great use by capturing pictures of St Pauls, London Bridge and a whole host of different architecture as well as the Golden Hind.
“We set off at 20:20 pm for home and arrived in Huddersfield around 00:15 – a little exhausted but nonetheless a whole lot wiser about Augmented Reality and its applications. Thank you so much for a pleasant day, and for the opportunity of keeping up to date with companies at the cutting edge of AR/VR and other technologies.
“The first stand that I went to was the SUBPAC Tactile Base System Inc. These SUBPAC kits was demonstrated in two variations, one was an actual vest that the user wears and one is a more discreet version that fits over the back of a chair. I gave the latter a go and all I had to do to use it was to sit down on the chair that has the vest fitted to it, connect a music source to the supplied headphones (my music choice was Mein Hers Brent by Rammstein).
The SUBPAC kits was created to replicate the deep bass soundwaves felt throughout the body by extremely powerful speakers (from, for example, a concert) at home.
“My experience of the SUBPAC kits was good. The vibrations that the device was extremely accurate (as in vibration strength with the sound I could hear) and in sync (as in when the vibration occurred with the sound I could hear) with producing the right vibrations strength of vibrations at the correct time. According to the reps, the synchronised vibrations produced by SUBPAC is more accurate than being at a live concert as when you are at a concert, the sound coming from the speakers need to travel through the air, with air being an unnecessary medium. Whilst there is much less air between the SUBPAC vest and the users body, the user will feel more accurate bass. I was slightly disappointed at the strength of the vibrations that the SUBPAC produced but I was informed that when I tried it out, the vibration strength was set at around 25%.
Would I like one? Yes.
Would I buy one? No.
In this blog post, Hayley Georgie Parr tells us what it is like to win one of the three Sponsored Student places with the UK’s only Games trade body – UK Interactive Entertainment (Ukie). Hayley got a prize job of helping out at the Gamescom 2016 show in Cologne.
Hayley worked hard for the privilege: she showed she could do the job at other events, networked well, asked the right questions of the right people and put herself forward… with enthusiasm. Hayley competed hard against 60 other UK Games students for 1 of 3 positions. Awesome!
Her reward was to have an expenses paid working trip to Germany at one of the world’s premiere Games shows, supporting the UK Games industry via Ukie.
Here’s Hayley’s account… (see a speeded-up time-lapse video version at the bottom)
“It was the 13th May, I’d just started eating my breakfast when I got the email to say I’d been chosen to go to Gamescom as a Ukie Sponsored Student. I couldn’t believe it! I was absolutely buzzing, the 16th of August could not come soon enough. I needed to make those three months go fast, and thankfully they did.
Hayley competed hard against 60 other UK Games students for 1 of 3 positions. Awesome!
“Sure enough August came around and it was time for me to head home to Manchester so I could see the family and get up at the crack of dawn to get my train to Heathrow. I arrived there at midday and met up with Zayaan and Charlotte, the fellow students I would share my Gamescom experience with. The flight to Cologne only took around 50 minutes, just enough time for us to get some food, talk games, and get to know each other. The train journey from the airport to the Koelnmesse did not take long and we were treated to lovely German sunshine making Cologne look super beautiful.
“On arrival the we were greeted by Sam Collins from Ukie who gave us our passes and took us straight to the stand where we met the rest of the Ukie crew, Jo Twist (Ukie CEO), Sophie Densham, Megan Rice, and Dan Wood. We all had a chat and introduced ourselves, drank a nice cold beer after our long day of travelling, and had a tour of where we would be working and calling home for the next four days.
“The Ukie stand was awesome, it was big enough to hold 66 companies, with around 50 small tables and then some separate rooms off from the sides that included tv screens and sofas for companies to demo their games. Companies on the stand included Team 17, 505 Games, Curve Digital, Autodesk, and Jagex to name but a few.
“The stand was themed as an English Tea Party so there were cupcake seats, massive teacups, fake grass and trees, and loads of bunting hanging up, it was kinda like being at a summer party back at home. With the rest of the Ukie crew we finished setting up the stand and at around 11pm left the Koelnmesse to locate our Air BnB.
“We stayed in Hansaring, an area within central Cologne, a two-minute train journey from Cologne Central Station, and a ten-minute journey from the Koelnmesse so it was dead easy to travel around on our own. We located the Air BnB, and pizza, then it was time to kip, ready to start work at 8am the next day.
“As soon as I shut my tired eyes my alarm seemed to go off, life can be cruel. The weather over the five days was straight-up sunshine, we were super-happy not having to carry around a hoody, waterproof, beanie, and umbrella with us, just a pair of sunglasses instead.
“When we arrived at the Ukie stand, we got straight to work completing the finishing touches to get everything sorted before the companies started to arrive ready for a long day of meetings. Our main duties over the course of three days were to take people arriving at the stand to pre-booked meetings with the companies, keep the stand clean and tidy, set up the Tea Party event at 3pm and assist with the Networking Drinks Reception from 6pm-8pm.
“I just want to make it clear that our job was not to be a bringer-of…tea, coffee, cake, or beer to people, but rather to assist in the running of the stand to keep it as efficient and awesome as possible! In fact, we were all so busy that the only time I got for taking pictures was before the public arrived.
“We were always insanely busy throughout the day but when companies had a gap between their meetings, Jo very lovingly but forcefully dragged us over to speak to them about our future plans. Liz Prince, Alan Dixon, and Stig Strand from Amiqus were particularly welcoming and we had a long chat about my career plans and were really helpful with advice. There were some familiar faces on the stand, such as Simon Barrat of Barog Game Labs, Gary Nichols of Atomicom, and some of the Team 17 crew, whom I know from attending Game Makers Yorkshire – Gamayo.
“During the second drinks reception on the Thursday, Jo introduced us to Kate Edwards, Executive Director of the International Game Developers Association (IGDA). Kate was awesome to chat to and she was super tall so aside from having to really tilt my head back to look her in the eye, things were going better than I had dared to dream it would.
“On our breaks we were able to explore the main exhibition halls. Gamescom is easily the biggest games convention I’ve been to, think EGX and then times it by five, it’s absolutely HUGE. The three of us were like kids in a sweet shop not knowing what to go for first. The most impressive halls were Playstation and Blizzard, they were honestly mind-blowing. On the Friday morning before our shift we lucked out and were in the right place at the right time as the orchestra in the Blizzard Hall were rehearsing some music from WoW, I can’t explain how intense those five minutes were! It was truly a special moment.
Sadly, we had to cut it short as we needed to leg it back to the business hall at the opposite side of the Koelnmesse to start our last day of work!
“In the evenings we were taken out by the Ukie crew for nice meals in the city and went for drinks at the Corkonian, a pub where many games industry folk exhibiting games at Gamescom go after a long hard day of demoing their games. I met some awesome devs there and we chatted over many pints of German beer. Joe, Pete and Adam from Rare were particularly awesome and we were invited to visit the Sea of Thieves stand the next day to queue jump and get some nice piratey freebies. We also managed to swag a Gamescom limited edition Dishonored 2 bag from the Dishonored booth after sweet talking the staff, thanks to our ‘Gamescom Staff’ bond. Sorted.
Gamescom is easily the biggest games convention I’ve been to, think EGX and then times it by five, it’s absolutely HUGE.
“As much as I didn’t want it to, Friday came to an end and it was time to take down the stand. We were all packed up and sorted by 8pm but the lovely, darling lorry driver didn’t arrive until around 11pm so we were stuck in the exhibition hall surrounded by work crews dismantling all the stands. We somehow managed to snag a blow up football one company had been using for promo and wasted an hour or two playing footy with chair stacks as goal posts until a German fella took them away from us with no remorse. We finally left the Koelnmesse around midnight and hopped on a train straight back to the Air BnB with pizza to pack up our belongings to fly back to the UK on Saturday morning. What.a.trip.
Hayley’s timelapse video of Gamescon. Enjoy.
“Thank you to Jo, Sophie, Megan, Dan, Sam, Zayaan, and Charlotte for making my first trip to Gamescom one of the best and most memorable experiences of my life, all top people to work and hang out with. If you ever get the chance to work for Ukie I will shout at you to take it, I made some brilliant mates and some ridiculously good contacts which will no doubt help me in the future. It’s damn hard work but extremely rewarding. Load up on the free caffeine, pastries and cakes, and also take some super comfy shoes ‘cause you’ll be on your feet for around 18 hours a day!
“I also want to thank Michael O’Grady (Huddersfield Uni Subject Leader) for sorting out the Ukie membership super-quick for me in time to apply, and also Gary Nichols for sending me the Ukie application in the first place. Without him I wouldn’t have applied and missed the most worthwhile trip of my life so far!
Here is your chance to walk into a time machine and go into a 80’s style arcade club that is packed with classics such as Pac-Man and Space Invaders. This club has gained so much popularity that they have been forced to move to a bigger premises. Do you know what this means? More Games!
The new club on cork street opened last year is now home to well over 200 machines these include video and pinball machines, classic consoles and vintage computers. Here are a list of some of my favorites in their collection:
We hope to see all of you retro video game enthusiasts in the club and remember, the first rule of the club is ….. anyone can join arcade club!
The Arcade Club : http://www.arcadeclub.co.uk/
Date: November 18th
Time: Coach leaves University at 11:00, playing 12:00 – 17:00, coach should be back at University by about 18:00
Cost: £10 before we leave!
How: Give your £10 to Duke
Spaces are very exclusive so please hurry up!
FrankenJam is a free event running as part of the University of Huddersfield’s Open Day. A pizza lunch will be provided. If you wish to attend, please sign up on the eventbrite page Here.
We look forward to seeing you all there!