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A quick intro to jaming and how to not go crazy!
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libGDX Jam survival guide
1.
Game Jam Survival Guide
2.
Prepara&on? What Prepara&on? Choose your tools! – Programming language, IDE – Audio editors & generators – Graphics editors – Map editors Use what you already know!
3.
Audio Tools & Resources hDp://www.bfxr.net/
4.
Audio Tools & Resources hDp://www.audiotool.com
5.
Audio Tools & Resources hDp://audacity.sourceforge.net/
6.
Audio Tools & Resources Free Soundeffects & Music* – hDps://www.freesound.org/ – hDps://soundcloud.com/ (CC Group) – hDp://openmusicarchive.org/ – hDp://dig.ccmixter.org/ – hDp://www.indiegamemusic.com/ *Always check Jam rules
7.
Graphics Tools & Resources hDp://www.gimp.org/
8.
Graphics Tools & Resources hDp://www.getpaint.net/index.html
9.
Graphics Tools & Resources hDp://pinta-project.com/releases
10.
Graphics Tools & Resources hDp://esotericsoRware.com/
11.
Graphics Tools & Resources hDp://www.blender3d.org/
12.
Graphics Tools & Resources Free Game Art* – hDp://opengameart.org – hDp://kenney.nl – hDp://www.lostgarden.com – hDp://www.gameart2d.com *Always check Jam rules
13.
Map Editors hDp://www.mapeditor.org/
14.
Map Editors hDp://overlap2d.com/
15.
The 5 Phases of Jamming 1. Team Building 2. Brainstroming 3.
Setup 4. ImplementaZon 5. Finishing Touches
16.
Team Building You will need – Developers – Audio & graphics arZsts* – Game/level designers – Coordinator The laDer two can be done by anyone! *Rare unicorns
17.
Team Building Developers – Do the programmy bits – Need to split up tasks among them •
Graphics, Controls, Physics, UI, ... – The less overlap code-wise the easier! – Need to tell arZsts what formats they need – Need to define how game/ level designer creates content
18.
Team Building Graphics & Audio ArZsts – Do the artsy bits – 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
19.
Team Building Game/Level Designer – Does the content bits – Needs to define the game mechanics – Needs to define the game progression – Needs to create „levels“ – Needs to playtest and give feedback to devs and arZsts
20.
Team Building Coordinator – Makes sure everyone knows what to do – Keeps track of things to be done – Keeps track of dependencies between team members – Keeps track of Zme – Keeps track of human needs (food, sleep)
21.
Team Building – If you have no developers, look into Construct 2 – If you have no arZsts, use preexisZng 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 :D
22.
Brainstorming Goals – Get a high-level understanding of your game • Genre • Game mechanic •
Secng & Story • Art style – Take Zme limits into account • FPS, MMORGP, RTS are likely not your best bets – Think outside the box! (hurr durr...)
23.
Brainstorming To-do 1. Gather ideas from everyone 2. Pick most promising one via vote 3.
Define genre & game mechanics - Use pen & paper! 4. Define secng & story 5. Define art style - Let arZsts draw quick mockups Don‘t be afraid to throw things away Don‘t be afraid to iterate, take your Zme
24.
Setup Goals – Get a detailed understanding of your game • What will the developers have to do? • What will the arZsts have to do? •
What will the game designers have to do? – Define interfaces between all team members • How do developers work with each other? • How do arZsts get their art into the game? • How do game designers create game content? – Define tasks and their order for every team member! • Coordinator responsible for keeping track of tasks
25.
Setup To-do 1. Developers agree on plajorm & tools to use 2. ArZsts agree on artstyle 3.
Developers and arZsts 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 iniZal tasks 6. Coordinator keeps track of things A super lightweight Kanban-like board can help
26.
Implementa&on Goals – Get the damned game done! – Ensure to have a playable prototype early • PrioriZze tasks accordingly • Game mechanics first to see if they are fun! – Realize you‘ll likely not get everything done! •
Which is why you should have something playable at almost all Zmes • Cut corners, kill features, focus on the core of your game
27.
Implementa&on To-do 1. Every sub-team works on their task 2. Coordinator keeps track of progress 3.
Sub-teams talk whenever they need to (re-)define and prioriZze (new) tasks 4. Goto 1 Your highest priority should be to have something playable early on!
28.
Implementa&on Tips for Developers – Use source control (git, SVN), do NOT use shared drives, ZIP files, e-mail! – Don‘t code for re-use –
Don‘t opZmize – 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 sure game designer can create content as early as possible – Make sure arZsts export to easy to use formats – Make sure arZsts work for some standard resoluZon! – Make sure arZsts & game designer understand limitaZons
29.
Implementa&on Tips for ArZsts – Make it easy to export your art to the proper format – Make sure everyone uses the same coordinate system/resoluZon! –
Use descripZve names for files • Good: badguy-walk-leR.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 mulZple versions of the same thing there! • Have whatever local folder structure for work in progress assets
30.
Implementa&on Tips for Game Designers – Talk to the developers about what‘s possible and what‘s not – Focus on simple mechanics but try to put in a twist – Favor simple level-design over „brainy“ complex levels – they take to long to design! – If you have down-Zme help/be the coordinator!
31.
Implementa&on Tips for Coordinators – Ensure that everyone can stay busy • Gather the team to discuss new tasks or reprioriZze current tasks – Check on progress regularly • If something takes to long, as the team to reprioriZze/ 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-Zme, take on a task you can do!
32.
Finishing Touches Goals – Submit a playable game before the deadline :D
33.
Finishing touches To-do 1. Feature freeze 2-3 hours before the deadline 2. Create a build for submission 3.
Get team together and decide what to polish in the remaining hours 4. If polishing works out, create a new build for submission
34.
Final Thoughts – Sleep! – Eat & Drink! – Take breaks! – Make new friends!
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