A Brief Game Jam Survival Guide
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Transcript of A Brief Game Jam Survival Guide
• It is an event that allows a team of developers to realize prototypes of games in a limited time span.
• It involves game designers, artists, musicians, programmers...
• Dozens of Jams are organized each year
• Ludum Dare
• One Game a Month
• 7DFPS
• Experimental Game Play
• Paper Jam Game Jam!
WHAT IS A GAME JAM?
• At the beginning of the Jam, a theme is announced (a word, an image, a concept)
• The teams are then given limited time to develop an original game able to interpret at best the theme of the jam
• For instance:
Minimalism
Small world
Construction
You Get Only
One
Respawn
HOW DOES IT WORK?
THE GLOBAL GAME JAM
» The Global Game Jam 2015 was a 48 hour Game Jam during 23-25 January 2015
• 28800 Participants
• 97% surveyed would participate again
• 5438 games
» 518 locations
• 25 of which streamed the event LIVE via ustream.tv
» 78 countries
• 14 time zones
2009
«As long as we have each other,
we will never run out of problems»
2010
Deception
2011
Extinction
2013
«The sound of a Heartbeat»
2014
"We don't see things as they are,
we see them as we are"
2015
"What do we do now?"
of Jamming
1. Team Building
2. Brainstorming Setup
3. Implementation
4. Finishing Touches
THE 5 PHASES OF JAMMING
You will need– Developers
– Audio & graphics artists*
– Game/level designers
– Coordinator
*Rare unicorns
TEAM BUILDING
The last two roles can be
fullfilled by anyone
Developers– Coding dark arts
– Need to split up tasks among them
• Graphics, Controls, Physics, UI, ...
– The less code overlap, the better!
– Need to teach/instruct artists on what formats they need
– Need to define how game/
level designer creates content
TEAM BUILDING
Graphics & Audio Artists– Wizards of the senses
– Need to split up tasks among them
• UI, background, characters, effects, ...
– Need to agree on an art style
– May need to create placeholder art early on
TEAM BUILDING
Game/Level Designer
– Does the content bits
– Needs to definemechanics
– Needs to define progression
the game
the game
– Needs to
– Needs to feedback
create "levels"
playtest and giveto devs and artists
TEAM BUILDING
Coordinator
• Makes sure everyone knows what to do
• Keeps track of things to bedone
• Keeps track of dependencies between team members
• Keep track of Time
• Keeps track of human needs (food, sleep)
TEAM BUILDING
– If you have no developers, look into Construct 2
– If you have no artists, use preexisting art or
programmer art
– If you have no game designer, everybody
becomes a game designer
– If you have no coordinator, pick one person
– If you are alone, you get to do all the things :P
TEAM BUILDING
BRAINSTORMING
• Get a high level understading of your
game:
Genre
Mechanics
Setting & Story
Art Style
• Take time limits into account
FPS, MMORPG, RTS are probably not
your best bets
• Think outside the box!
TO-DO LIST
1. Gather ideas from everyone
2. Pick most promising ones via note
3. Define genre & game mechanics
• Use pen & paper!
4. Define setting & story
5. Define art style
• Let artsists draw quick mockups
Don‘t
Don‘ttime
be afraid to throw things away
be afraid to iterate, take your
BRAINSTORMING
Technology AestheticsMechanics Story
A. ShootingB. JumpingC. Turn basedD. HidingE. BuildingF. CollectingG. CraftingH. MatchingI. Climbing
1. Unity2. Flash3. Oculus Rift4. Wii controller5. Unreal6. Photoshop7. Mouse and
Keyboard8. Leap Motion9. Board game
a) Animeb) Low polyc) Cell shadedd) Realistice) 8 bitf) Isometricg) Noirh) Art Nouveaui) Surrealj) Horrork) Steampunkl) Cyberpunkm) Japanese
Woodblock
i. Rescue the princess
ii. Amnesiaiii. Rise to poweriv. Escapev. Survivalvi. You are the villain!vii. Hero’s Journeyviii. Rescuing yourselfix. Personal
Developmentx. Narrative gratia
narrativexi. Satirexii. American Fat Fast
Food eater
GAME MECHANICS
Pattern Recognition
Wikipedia stands to knowledge as BoardGameGeek stands to games.
Betting/Wagering
Line-Drawing
Tile-PlacementPattern Building
MemoryHand Management
Action Programming
Auction/Bidding
Partnership
Possible, meaningful game mechanics:
Take Inspiration!
Goals
• Get a detailed understanding of your game
What will the developers have to do?
What will the artists have to do?
What the game designers have to do?
• Define interfaces between all team members
How do developers work with each other?
How do artists get their art into the game?
How do game designers create game content?
• Define tasks and their order for every team member!
The coordinator is responsible for keeping track of tasks
SETUP
SETUP
TO-DO LIST
1. Developers agree on platform & tools
to use
2. Artists agree on artstyle
3. Developers and artists agree on how
to get art into the game
4. Developers and game designer
agree on how to create content
5. Each subteam defines their initial
tasks
6. Coordinator keeps track of things
Scrum-like boards are a plus
Goals– Get the damned game done!
– Ensure to have a playable prototype
• Prioritize tasks accordingly
• Game mechanics first to see if they are
early
fun!
– Realize you‘ll likely not get everything done!• Which is why you should have something playable
almost all times
• Cut corners, kill features, focus on the core of your game
at
IMPLEMENTATION
Tips for Developers• Use source control (git, SVN), do NOT use
ZIP files, e‐mail!
Don‘t code for re‐use
Don‘t optimize – you have no time for that!
shared drives,
•
Try to create a modular‐design so people don‘t depend on each other to much
• One person responsible for graphics, one for UI, one for AI, one for controlls, etc.
• Make surepossible
game designer can create content as early as
• Make sure artists export to easy to use formats • Make sure artists work for some standard resolution!
• Make sure artists & game designer understand limitations
IMPLEMENTATION
•
•
Tips for Artists– Make it easy to export your art to the proper format
– Make sure everyone uses the same coordinate system/resolution!
– Use descriptive names for files• Good: badguy-‐walk-‐left.png , Bad: w_1_2.png
– Have one shared folder (Dropbox, Google Drive) containing assets ready for the game designer/ developers to integrate
• Don‘t put multiple versions of the same thing there!
• Have whatever local folder structure for work in progress assets
IMPLEMENTATION
Tips for Game Designers
– Talk to the developers about what‘s what‘s not
possible and
– Focus on simple mechanics but try to put in atwist
– Favorlevels
– If you
simple level-design over "brainy" complex– they take to long to design!
have down‐time help/be the coordinator!
IMPLEMENTATION
Tips for Coordinators– Ensure that everyone can stay busy
• Gather the team to discuss new tasks or current tasks
– Check on progress regularly
reprioritize
• If something takes to long, as the team to reprioritize/kill features
– Make sure everybody is reminded they are human• Make everyone take breaks
• Make people go to sleep
• Make people eat and drink
– If you have down-time, take on a task you can do!
IMPLEMENTATION
TO-DO List
1. Feature freeze 2‐3 hoursbefore the deadline
Create a build for submission
Get team together and decide what to polish in remaining hours
2.
3.the
4. If polishing works out, createa new build for submission
FINISHING TOUCHES
SPRITESHEETS PACKER/ATLASES
Texturepacker GUI
(Free alternative to TP)
Spritesheet Packer
Leshy Spritesheet Tool Shoebox
Texturepacker
?
Most important– Do i know it already?
– Do my teammates know it?
– Is it the tool i‘m fastest with
Bonus– Does it
– Does it
fit my budget?
export to HTML5?
If you didn‘t use it before the jam, don‘t use itduring the jam!
HOW TO PICK?