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IGDA NEWFOUNDLAND
Game Jam
The evening of April 20th through the afternoon of April 22nd, 2012
At Sci-fi on the Rock 6
Holiday Inn
St. John’s, NL
SPONSORED BY:


Video Game Design Program
Media Arts Centre
College of the North Atlantic
What Is A Game Jam?

 A game jam is an organized 48 hour event for
  rapidly prototyping video game designs
 An overall game theme is announced at the
  start of the event
 Games are designed by small teams around
  each team’s interpretation of the given
  theme
 Playable prototypes are rapidly designed,
  developed, tested, and iterated
Benefits Of Game Jams
 Indie game developers can develop and
  present ideas without publisher restrictions
 Exposes game developer hobbyists to an
  opportunity for collaboration
 Inspires individuals to innovate
How Do I Participate?
 Join the IGDA Newfoundland Facebook
  group for registration details
  and updates on the event
 Register for the event
How Do I Participate?

 As an individual
   You are welcome to show up and team up with
    other people at the start of the event, however
    you are encouraged to network on the IGDA
    Newfoundland Facebook group page beforehand
    to meet other participants who are also looking
    for team mates
   Describe your skill set and what you have to offer
    to a game development team such as art,
    programming, scripting, or audio
How Do I Participate?



 Teams
  It is suggested to form teams beforehand and
   register as a team
  Small teams of 3 – 5 people tend to work better
   and be more organized than larger teams because
   communications are more efficient
Development Tools
Use whatever development tools you feel comfortable with
Links to games engines and development tools that have free versions:

Game Engines
 Game Maker: http://yoyogames.com/
 Game Salad: http://gamesalad.com/creator
 Unity: http://unity3d.com/unity/
 Unreal: http://www.udk.com/
 Flixel: http://flixel.org/
Development Tools
Use whatever development tools you feel comfortable with
Links to games engines and development tools that have free versions:
Art
 Gimp: http://www.gimp.org/downloads/
 Blender: http://www.blender.org/
Audio
 Audacity: http://audacity.sourceforge.net/
Indie Game Sites
 TIGSOURCE.: http://www.tigsource.com/
 Kongregate: http://www.kongregate.com/
 Chevy Ray http://chevyray.com/tools/
What Should I Bring

 A laptop with game development software
 Headphones
 Graph paper
 Pencils and erasers
 One small white board with dry erase
  markers for each team
 Snacks and beverages (if allowed in the
  venue)
Suggested Steps For The Process
1. Brainstorming
   Collaborate with your team
   Make a list of possible ideas
   Consider scrapping the first 3 ideas and the obvious
    ideas
Suggested Steps For The Process
2. Research
   Search the internet for similar games to avoid
    repetition
   Search for game play and art references
Suggested Steps For The Process
3. Consider scope
     Plan for a smaller scope than you think you will have
      the time for
     Consider the skills and limitations of your team and
      the development tools
     Cut non essential features
Suggested Steps For The Process
4. Sketches
     Concept art
     Flowcharts
     Level designs
Suggested Steps For The Process
5. Early prototypes
     Use placeholder graphics
     Don’t fall in love with any idea or feature
     Be prepared to kill the whole idea or beloved
      features
     Consider starting over if it’s not working out
Suggested Steps For The Process
6. Play test ASAP, and often
     Play test often for usability, functionality, and
      balance
     Expect many rounds of feedback and iteration
     Consider trading play testing time with other teams
      for valuable feedback from people outside of your
      group
Suggested Steps For The Process
7. Emphasize meaningful game play (or fun) over
    polish
      Focus on one new concept
      Make game play fun in the first 15 seconds
      Consider including simple instructions in the title screen
       then move quickly into game play, or integrate a quick
       in-game tutorial rather than starting out with a long
       back story
   Use audio to create mood and for efficient and effective
       in-game feed back
The team can always decide to turn the game into an ongoing
    project and continue to polish the game beyond the jam
Suggested Steps For The Process
8. Keep the player in mind
         Games are made to be played
         Observe play tester reactions
             Do they understand what to do?
             Make note of facial expressions and when they happen:
               Joy
               Frustration
         Create a short questionnaire to gather feedback and
          to ask for other comments
Suggested Steps For The Process
9. Plan on taking breaks to eat, sleep, and shower
     It is unhealthy to work for 48 hours straight
     Tiredness often causes diminishing returns and
      bugs
     When working in close quarters with a small, tight
      knit team, good personal hygiene is appreciated
Who Owns The Work?

 You and your team mates retain rights and
  ownership of your own work
 You are responsible for:
   Using software licenses legally and appropriately
    for development
   Creating original assets for your game and using
    assets such as royalty free audio clips according to
    their legal use agreements
   Including all team mates in the credits
Who Owns The Work?
 Basically, your team is responsible for
  working out the details amongst yourselves
 Intellectual property link for reference:
http://archives.igda.org/ipr/IGDA_IPRights_Whi
  tePaper.pdf
If you have trouble with this link by
clicking on it, please type it in to
your browser.
Thanks

We look forward to an awesome event!
Contact: Join the Facebook group

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IGDA NL Game Jam at Sci Fi on the Rock 2012

  • 1. IGDA NEWFOUNDLAND Game Jam The evening of April 20th through the afternoon of April 22nd, 2012 At Sci-fi on the Rock 6 Holiday Inn St. John’s, NL
  • 2. SPONSORED BY: Video Game Design Program Media Arts Centre College of the North Atlantic
  • 3. What Is A Game Jam?  A game jam is an organized 48 hour event for rapidly prototyping video game designs  An overall game theme is announced at the start of the event  Games are designed by small teams around each team’s interpretation of the given theme  Playable prototypes are rapidly designed, developed, tested, and iterated
  • 4. Benefits Of Game Jams  Indie game developers can develop and present ideas without publisher restrictions  Exposes game developer hobbyists to an opportunity for collaboration  Inspires individuals to innovate
  • 5. How Do I Participate?  Join the IGDA Newfoundland Facebook group for registration details and updates on the event  Register for the event
  • 6. How Do I Participate?  As an individual  You are welcome to show up and team up with other people at the start of the event, however you are encouraged to network on the IGDA Newfoundland Facebook group page beforehand to meet other participants who are also looking for team mates  Describe your skill set and what you have to offer to a game development team such as art, programming, scripting, or audio
  • 7. How Do I Participate?  Teams  It is suggested to form teams beforehand and register as a team  Small teams of 3 – 5 people tend to work better and be more organized than larger teams because communications are more efficient
  • 8. Development Tools Use whatever development tools you feel comfortable with Links to games engines and development tools that have free versions: Game Engines  Game Maker: http://yoyogames.com/  Game Salad: http://gamesalad.com/creator  Unity: http://unity3d.com/unity/  Unreal: http://www.udk.com/  Flixel: http://flixel.org/
  • 9. Development Tools Use whatever development tools you feel comfortable with Links to games engines and development tools that have free versions: Art  Gimp: http://www.gimp.org/downloads/  Blender: http://www.blender.org/ Audio  Audacity: http://audacity.sourceforge.net/ Indie Game Sites  TIGSOURCE.: http://www.tigsource.com/  Kongregate: http://www.kongregate.com/  Chevy Ray http://chevyray.com/tools/
  • 10. What Should I Bring  A laptop with game development software  Headphones  Graph paper  Pencils and erasers  One small white board with dry erase markers for each team  Snacks and beverages (if allowed in the venue)
  • 11. Suggested Steps For The Process 1. Brainstorming  Collaborate with your team  Make a list of possible ideas  Consider scrapping the first 3 ideas and the obvious ideas
  • 12. Suggested Steps For The Process 2. Research  Search the internet for similar games to avoid repetition  Search for game play and art references
  • 13. Suggested Steps For The Process 3. Consider scope  Plan for a smaller scope than you think you will have the time for  Consider the skills and limitations of your team and the development tools  Cut non essential features
  • 14. Suggested Steps For The Process 4. Sketches  Concept art  Flowcharts  Level designs
  • 15. Suggested Steps For The Process 5. Early prototypes  Use placeholder graphics  Don’t fall in love with any idea or feature  Be prepared to kill the whole idea or beloved features  Consider starting over if it’s not working out
  • 16. Suggested Steps For The Process 6. Play test ASAP, and often  Play test often for usability, functionality, and balance  Expect many rounds of feedback and iteration  Consider trading play testing time with other teams for valuable feedback from people outside of your group
  • 17. Suggested Steps For The Process 7. Emphasize meaningful game play (or fun) over polish  Focus on one new concept  Make game play fun in the first 15 seconds  Consider including simple instructions in the title screen then move quickly into game play, or integrate a quick in-game tutorial rather than starting out with a long back story  Use audio to create mood and for efficient and effective in-game feed back The team can always decide to turn the game into an ongoing project and continue to polish the game beyond the jam
  • 18. Suggested Steps For The Process 8. Keep the player in mind  Games are made to be played  Observe play tester reactions  Do they understand what to do?  Make note of facial expressions and when they happen:  Joy  Frustration  Create a short questionnaire to gather feedback and to ask for other comments
  • 19. Suggested Steps For The Process 9. Plan on taking breaks to eat, sleep, and shower  It is unhealthy to work for 48 hours straight  Tiredness often causes diminishing returns and bugs  When working in close quarters with a small, tight knit team, good personal hygiene is appreciated
  • 20. Who Owns The Work?  You and your team mates retain rights and ownership of your own work  You are responsible for:  Using software licenses legally and appropriately for development  Creating original assets for your game and using assets such as royalty free audio clips according to their legal use agreements  Including all team mates in the credits
  • 21. Who Owns The Work?  Basically, your team is responsible for working out the details amongst yourselves  Intellectual property link for reference: http://archives.igda.org/ipr/IGDA_IPRights_Whi tePaper.pdf If you have trouble with this link by clicking on it, please type it in to your browser.
  • 22. Thanks We look forward to an awesome event! Contact: Join the Facebook group