High-Level Project Summary
The SMAE team developed a videogame for people older than 10 years old. In the game, you are the leader of a team with destination to Mars where 100 passengers will board the spaceship. The crew will face different type of problems in this journey, and the leader after crew along with section leaders must find solutions to reach Mars safe To solve this challenge, we will base the, case in day-to-day situations, including a space factor. The proposal is important to increase, problem-solution methods in a fun way, but allows, to obtain, a quick situation analysis.
Link to Project "Demo"
Link to Final Project
Detailed Project Description
This project is really about the challenges that an Astronaut may encounter when living for a specific amount of time in space until they can get into Mars, this user will have all the tools needed in order to survive while they are in the journey they will only have to play smart in order to suffice. We are looking to inculcate the little ones about the amazing experienceliving in the space is and how different it is from living on earth, it's important for us to create culture and educate properly about theneeds each person can have in space.
Space Agency Data
The SMAE team relies on NASA data such as missions and articles published about Mars, we use them in an analog way, to be able to create a video game for children aged 14 or over and that the game is very dynamic and in a way of survival with what's in the ship and see the difference between earth and space.
what inspired us for this project?
The concept of trip to Mars takes years of study and it will not be long before we achieve this feat and usually in the way that a young person can develop and speed up their analysis through video games.
And we want to implement through the video game, what happens in everyday life but inside a ship, as an example ... the loss of food
relations between crew members how to handle your food, water etc.
Hackathon Journey
How would you describe your experience with Space Apps?
Around the experience, it can be dictated that the way in which the game can be learned and lived is interesting and dynamic, that is to say that it is carried out and revokes a lot of analysis, learning but also makes it profound. Space Apps seems super educational even for those who are not so used in this system, Space Apps has seemed a unique experience.
You learned?
There are various problems around a crew going to Mars, various problems that make it dangerous at a high elevation. So, it was learned to understand what the possible solutions for the passengers are and more in the crew, for example the levels of the game that are distributed differently from them to reach the end of the journey of the game which at the same time previously mentioned, helps to also find a way to analyze and find the solution, that is, it is learned and energized at the same time.
What inspired your team to choose this challenge?
It was inspired because this topic is highly controversial and the solutions or possible solutions to Mars, which revokes a quite dangerous challenge and perhaps unable to find alternatives but that will be found in this project.
What was your approach to developing this project?
The focus of our project was to create a video game which the leader will have to keep the crew alive in order to carry out different types of activities and missions that occur throughout the process.
How did your team resolve setbacks and challenges?
The setbacks and challenges were framed by what were solved mostly by the only teamwork due to all the possible ideas and more to respond to each level or challenge found for that topic.
Is there someone you would like to thank and why?
As a group we want to thank Professor and Engineer Rubén D. Ortiz F. Who gave us the opportunity to participate in this great tournament.
References
- Stochastic Graphon Games: I. The Static Case. (2009, 15 abril). NASA/ADS. https://ui.adsabs.harvard.edu/abs/2019arXiv191110664C/abstract
- Electronic Arts. (2021, 20 julio). Motive Video Game Studio - EA Official Site. Electronic Arts Inc. https://www.ea.com/ea-studios/motive
- Georgiev, D. (2021, 29 agosto). How many people play video games [50+ Video Game Statistics]. Review42. https://review42.com/resources/video-game-statistics/#:%7E:text=In%202018%2C%20more%20than%20166,video%20games%20in%20the%20US.&text=According%20to%20app%20usage%20statistics,play%20on%20their%20personal%20computers.
- Attention Required! | Cloudflare. (2009, 3 octubre). How to Create a Videogame. https://www.masterclass.com/articles/how-to-make-a-video-game
Tags
#gamer #skills #agility #fun #crossing #spacetravel
Global Judging
This project has been submitted for consideration during the Judging process.

