FAQS

  1. Can a business submit more than one challenge?
    Yes, you are welcome to submit more than one challenge, however, please be mindful that for each challenge, the company must assign at least one industry mentor.
  2. Can more than one team work on one challenge?
    In Stage 1 of the Competition, more than one team may work on the challenge. However, for Stage 2 of the Competition, only one team will work on the challenge. You decide which team is successful in progressing to Stage 2.
  3. How many and what kinds of students will be in the teams?
    Each team will be comprised of 4-5 multidisciplinary members from different courses and faculties. However, there is a minimum requirement of 3 engineering students per team.
  4. What skill level will students have?
    To ensure that students can contribute technically to the challenge, students are required to be in either 3rd, 4th or 5th year; a similar skill level of UNSW Engineering interns.
  5. What skill level will students have?To ensure that students can contribute technically to the challenge, students are required to be in either 3rd, 4th or 5th year; a similar skill level of UNSW Engineering interns.
  6. How long do students have to work on their challenges before The Maker Games is finished?
    Students who reach Stage 2 will have until mid-August to develop the prototypes. The prototyping (Stage 2) will occur in Term 2, between June and August 2019.
  7. How much effort will the team put into the project?
    Our expectation is that the team will contribute approximately 600-750 hours in total (150 hours/ student), depending on the size and composition of the team.
  8. How would The Maker Games differ from getting an internal team of graduates to work on the same challenge?
    We anticipate that there would not be a significant difference. Students may be able to provide creative, out-of-the-box solutions due to their outside perspective. Students’ skill levels will be slightly lower than those of graduates, however, there is UNSW guidance and UNSW facilities to help them (see below).
  9. How often do I need to meet with the team? Physically and remotely?
    Between June and August, industry mentors should meet their team once per week or fortnightly physically (at UNSW or at their office, by mutual agreement). Some remote contact via email/phone/video may also be required between physical meetings.
  10. What if circumstances change and a mentor cannot give the time required?
    If circumstances change and a mentor can no longer participate, a substitute mentor will need to be provided promptly by the Sponsor to ensure the student team is not disadvantaged.
  11. What guidance is available to the team at UNSW?
    UNSW will provide academic staff mentors with relevant technical expertise, who will meet the teams weekly. UNSW will also provide entrepreneurs-in-residence to mentor teams through the business case.
  12. What facilities do the team have available to them at UNSW?
    The students will have access to technical laboratories including mechanical hand tools, power tools, precision tools, electronics laboratories and computing laboratories complete with expert guidance from technical staff.
    Students will also have access to a wide suite of software tools and fully featured Maker Spaces with round-the-clock support.
  13. Do I need to train the student team?
    No, mentors are not expected to train the students, unless the challenge you provide requires specific domain knowledge that can only be provided through in-house training.
  14. Do I need to provide any budget for the project? Who pays for project-related costs?
    Sponsors are welcome to provide a small budget for the project. However, teams have a combined budget of $300 to spend on the project funded by UNSW which is to be used on project-related costs.
  15. Do I need to provide the team with access to my office, or desks, or facilities from my company?
    No, you do not need to provide the team with access to any of the above although you can choose to do this if you wish, assuming all regulatory and safety concerns are addressed. If you are going to do this, please let The Maker Games organisers know in advance.
  16. Can I get other staff from my company involved?
    Yes.
  17. Can the team come and work at my site?
    Yes, assuming all regulatory and safety concerns are addressed, the student team can work at the Sponsors site by mutual agreement. If you are going to do this, please let The Maker Games organisers know in advance.
  18. What is the team’s expectation of me/my company?
    Students expect regular guidance on the constraints of the problem, the context in which the prototype needs to operate and advice on how to evaluate solutions. Technical and/or business case guidance may be sought in some cases however, UNSW will also provide support for this.
  19. What is the university’s expectation of me/my company?
    As a competition sponsor, your business has committed to providing a mentor to give a team of student’s face-to-face guidance on a weekly or fortnightly basis. Mentors/sponsors should also respond promptly to reasonable requests for input or assistance via email/phone between the face-to-face meetings. Finally, all mentors/sponsors should attend the finale Maker Games Showcase Event where teams will present their final prototypes.
  20. What happens once The Maker Games is over?
    After The Maker Games Showcase Event, you may opt to work further with the team in any format by mutual agreement, but there is no obligation to do this. We encourage you to take on at least one student for 30 days paid Industrial Training, a requirement for all Engineering undergraduate students.
  21. Who owns the IP created?
    This is set out in the Sponsorship Agreement (Sponsorship Provisions plus Sponsorship Schedule) between your business and UNSW.
  22. How can my company take advantage of what the team produces?
    This is largely up to you and the students, and subject to separate written agreement between you. For example, you may like to take on students as interns, hire students, fund further developments in start-up mode, buy or license the prototype.
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