Cogswell College Students 'Got Game'
June 23, 2015

Cogswell College Students 'Got Game'

SUNNYVALE, CA – Students from Cogswell College have released a student-created iOS game, “Tangram Jam.”
 

“Tangram Jam” is now available to the public via the Apple Store: https://itunes.apple.com/us/app/tangram-jam/id982632939?mt=8 and via Google Play: https://play.google.com/store/apps/details?id=com.CogswellCollege.TangramJam&hl=en

“Tangram Jam” began as a student project in 2014 within Cogswell’s Game Studio. Dylan Bruce, a top game student who just graduated, was a key member of the development team. Bruce has begun work as a game designer at Redacted Studios, an interactive product design firm that focuses on hardware/software solutions and cutting-edge games.   

“There were various moments during development of this project in which I would silently commend myself for pursuing my passion and working on a game with a team. I felt like I was exactly where I should be. This type of self-aware pride is, to this day, the reason I get out of bed in the morning. There is truly nothing like earning your stripes as a young game developer,” Bruce says.

George Gagnon, owner of Prairie Rainbow Company, a Saco, Maine-based company that produces physical block-based games that are meant to teach children basic math skills, is pleased with the outcome of the project. “The team at Cogswell did a wonderful job bringing our game involving blocks and rainbow squares into animated, two-dimensional life. Their animations, graphics and audio and sound design are all amazing. They took our game concept and really developed it into a fun process by which elementary and middle school kids can actually learn about fractions,” he says. “The educational benefits hidden within ‘Tangram Jam’ are really great—kids really seem to enjoy it!”

Adds Jerome Solomon, Cogswell’s dean and director of the game design & development program, "I am very excited for all of our students who worked on ‘Tangram Jam.’ They will all now have a ‘shipped’ game under their belts for their resumes and portfolios. The look and feel, user experience, and animations that are employed within this new game are critical to making its game play experience especially fun and engaging for its intended audience: third and fourth grade students."