Group Forming Processes - Experiences and Best Practice from Different Game Jams

Johanna Pirker
Johanna Pirker@ Graz University of Technology um Graz University of Technology
G R O U P F O R M I N G P R O C E S S E S
J O H A N N A P I R K E R , K I M B E R LY V O L L
J P I R K E R @ M I T. E D U
G R A Z U N I V E R S I T Y O F T E C H N O L O G Y
E X P E R I E N C E S A N D B E S T P R A C T I C E F R O M D I F F E R E N T
G A M E J A M S
F D G 2 0 1 5 - D C
A D VA N C E D M O T I VAT I O N A L M E D I A
T E C H N O L O G I E S G R O U P
• Games and Gamification
• Gaming tools and components
• e-Education and e-Assessment
• Virtual learning environments
• Automated assessment tools
• Multimedia IR and NLP
• Access to learning repositories
• Pre-processing of content
• Social Network and Media Analysis
• Social Network and Data Technologies
• Digital Libraries
• Open Content
• Virtual Environments & Setups
• Virtual 3D World Infrastructure
• End device (immersive … mobile)
Group Forming Processes - Experiences and Best Practice from Different Game Jams
http://extra-credits.net/episodes/so-you-want-to-be-a-game-designer/
C H A L L E N G E S
• Bringt together people with different..
• Background
• Fields of expertise (Art, Programming, Design,.. )
• Experience with Game Jams
• Experience with Game Development
• Use different tools or processes
• Use different coding styles
• Have never worked / met before
• …
I N D U S T RY A C A D E M I A
A RT
T E C H N O L O G Y
I N N O VAT I O N
L E A R N I N G
C A P I TA L I S T G R O U P F O R M I N G P R O C E S S
• 1) Idea Finding Process
• Idea Pitches
• 2) Pitching Process
• Present ideas
• Bring people with fitting skills into their team
• (Rest gets assigned to ideas)
http://archive.globalgamejam.org/wiki/group-forminghttps://flic.kr/p/6bQHwa
< 1 0 0
I D E A F I R S T A P P R O A C H
S O C I A L I S T G R O U P F O R M I N G P R O C E S S
http://archive.globalgamejam.org/wiki/group-forminghttps://flic.kr/p/8Uqt6v
• 1) Form groups (Speed Dating)
• On-site group forming
• Pre-formed groups
• 2) Groups decide on game projects
T E A M F I R S T A P P R O A C H
> 1 0 0
I T ’ S T H E F U N PA R T
Group Forming
http://photography.nationalgeographic.com/photography/photo-of-the-day/grizzly-bear-cubs-pod/ Photograph
by Oliver Klink
A S M A L L C A S E S T U D Y
Group Forming Issues
1 . U N S U P E R V I S E D G R O U P F O R M I N G
• 30 participants
• Pitch topics + assign their-selves to a group
• 1 group with 4 artists and 1 developer
“ M E H ”
2 . S U P E R V I S E D G R O U P F O R M I N G
• Skills
• Programming, Art , Designing, Testing, Managing
• Skill rating 1-3
I N C L U D I N G S K I L L S E T
“ U N I T Y ? ! ”
3 . S U P E R V I S E D G R O U P F O R M I N G
• Skills
• Programming, Art , Designing, Testing, Managing
• Skill rating 1-3
• Tool/Engine Preferences
• Experience
• Game Dev, Game Jams
I N C L U D I N G S K I L L S E T & T O O L S / E N G I N E
“ M O R E S W E E T S ! ”
Group Forming Processes - Experiences and Best Practice from Different Game Jams
Group Forming Processes - Experiences and Best Practice from Different Game Jams
0"
0.5"
1"
1.5"
2"
2.5"
3"
3.5"
4"
4.5"
5"
Gam
e"Design"
Level"Design"
W
ri7ng"
Graphics/M
odelling"
Audio/Sound"
Program
m
ing"
Jam1"
Jam2"
Jam3"
C H A R A C T E R I S T I C S T O C O N S I D E R
• Skills (Art, Programming, Modeling, Sound, Audio, PM,
Game Design, Level Design, QA)
• Experience with Game Jam Events
• Experience with Game Development
• Experience in the Game Industry
• Tool/Language/Engine Preference
• Background (Academic / Industry)
< 1 0 0 PA R T I C I PA N T S
Small Game Jams
www.gamelabgraz.com
T H E E X E C U T I V E P R O D U C E R A P P R O A C H
• Skills (Art, Programming, Modeling, Sound, Audio, PM,
Game Design, Level Design, QA)
• Experience with Game Jam Events
• Experience with Game Development
• Experience in the Game Industry
• Tool/Language/Engine Preference
• Background (Academic / Industry)
“Arranged Marriages”
Group Forming Processes - Experiences and Best Practice from Different Game Jams
G R A Z G A M E J A M
• Part of the curriculum
• Connections to industry
• Make it interesting for people of industry to
PARTICIPATE
• Make groups combining industry + academia
+ art + technology + innovation
• Combination of learning & innovation
2 0 0 + PA R T I C I PA N T S
Giant Game Jams
http://www.ggjvancouver.com/
P R E - F O R M E D G R O U P S
• Vancouver Global Game Jam
• 2009: 25 participants,
• 2015: 350 participants
• 25% with pre-organised teams
• 30-second pitches of game idea
• volunteer supervise + help out
C E N T R A L I Z E D A U D I O , H A N D L E A U D I O A S A S E R V I C E
“Tree of Audio”
I N D U S T RY A C A D E M I A
A RT
T E C H N O L O G Y
I N N O VAT I O N
L E A R N I N G
– M I C H A E L D . G A L L A G H E R , P R E S I D E N T A N D C E O ,
E N T E R TA I N M E N T S O F T WA R E A S S O C I AT I O N 

“ No other sector has experienced the same
explosive growth as the computer and video game
industry. Our creative publishers and talented
workforce continue to accelerate advancement
and pioneer new products that push boundaries
and unlock entertainment experiences. These
innovations in turn drive enhanced player
connectivity, fuel demand for products, and
encourage the progression of an expanding and
diversified consumer base.”
Innovation
E X P E R I M E N TA L G A M E D E S I G N
- D O E S S O M E T H I N G E N T I R E LY N E W
- T O TA L LY N E W S T Y L E
- U N I Q U E C O R E M E C H A N I C
RULE #1
Be Social
Be Creative
Be Innovative
Be Experimental
T H A N K Y O U F O R Y O U R
AT T E N T I O N .
J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K
1 von 28

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Group Forming Processes - Experiences and Best Practice from Different Game Jams

  • 1. G R O U P F O R M I N G P R O C E S S E S J O H A N N A P I R K E R , K I M B E R LY V O L L J P I R K E R @ M I T. E D U G R A Z U N I V E R S I T Y O F T E C H N O L O G Y E X P E R I E N C E S A N D B E S T P R A C T I C E F R O M D I F F E R E N T G A M E J A M S F D G 2 0 1 5 - D C
  • 2. A D VA N C E D M O T I VAT I O N A L M E D I A T E C H N O L O G I E S G R O U P • Games and Gamification • Gaming tools and components • e-Education and e-Assessment • Virtual learning environments • Automated assessment tools • Multimedia IR and NLP • Access to learning repositories • Pre-processing of content • Social Network and Media Analysis • Social Network and Data Technologies • Digital Libraries • Open Content • Virtual Environments & Setups • Virtual 3D World Infrastructure • End device (immersive … mobile)
  • 5. C H A L L E N G E S • Bringt together people with different.. • Background • Fields of expertise (Art, Programming, Design,.. ) • Experience with Game Jams • Experience with Game Development • Use different tools or processes • Use different coding styles • Have never worked / met before • …
  • 6. I N D U S T RY A C A D E M I A A RT T E C H N O L O G Y I N N O VAT I O N L E A R N I N G
  • 7. C A P I TA L I S T G R O U P F O R M I N G P R O C E S S • 1) Idea Finding Process • Idea Pitches • 2) Pitching Process • Present ideas • Bring people with fitting skills into their team • (Rest gets assigned to ideas) http://archive.globalgamejam.org/wiki/group-forminghttps://flic.kr/p/6bQHwa < 1 0 0 I D E A F I R S T A P P R O A C H
  • 8. S O C I A L I S T G R O U P F O R M I N G P R O C E S S http://archive.globalgamejam.org/wiki/group-forminghttps://flic.kr/p/8Uqt6v • 1) Form groups (Speed Dating) • On-site group forming • Pre-formed groups • 2) Groups decide on game projects T E A M F I R S T A P P R O A C H > 1 0 0
  • 9. I T ’ S T H E F U N PA R T Group Forming http://photography.nationalgeographic.com/photography/photo-of-the-day/grizzly-bear-cubs-pod/ Photograph by Oliver Klink
  • 10. A S M A L L C A S E S T U D Y Group Forming Issues
  • 11. 1 . U N S U P E R V I S E D G R O U P F O R M I N G • 30 participants • Pitch topics + assign their-selves to a group • 1 group with 4 artists and 1 developer “ M E H ”
  • 12. 2 . S U P E R V I S E D G R O U P F O R M I N G • Skills • Programming, Art , Designing, Testing, Managing • Skill rating 1-3 I N C L U D I N G S K I L L S E T “ U N I T Y ? ! ”
  • 13. 3 . S U P E R V I S E D G R O U P F O R M I N G • Skills • Programming, Art , Designing, Testing, Managing • Skill rating 1-3 • Tool/Engine Preferences • Experience • Game Dev, Game Jams I N C L U D I N G S K I L L S E T & T O O L S / E N G I N E “ M O R E S W E E T S ! ”
  • 17. C H A R A C T E R I S T I C S T O C O N S I D E R • Skills (Art, Programming, Modeling, Sound, Audio, PM, Game Design, Level Design, QA) • Experience with Game Jam Events • Experience with Game Development • Experience in the Game Industry • Tool/Language/Engine Preference • Background (Academic / Industry)
  • 18. < 1 0 0 PA R T I C I PA N T S Small Game Jams www.gamelabgraz.com
  • 19. T H E E X E C U T I V E P R O D U C E R A P P R O A C H • Skills (Art, Programming, Modeling, Sound, Audio, PM, Game Design, Level Design, QA) • Experience with Game Jam Events • Experience with Game Development • Experience in the Game Industry • Tool/Language/Engine Preference • Background (Academic / Industry) “Arranged Marriages”
  • 21. G R A Z G A M E J A M • Part of the curriculum • Connections to industry • Make it interesting for people of industry to PARTICIPATE • Make groups combining industry + academia + art + technology + innovation • Combination of learning & innovation
  • 22. 2 0 0 + PA R T I C I PA N T S Giant Game Jams http://www.ggjvancouver.com/
  • 23. P R E - F O R M E D G R O U P S • Vancouver Global Game Jam • 2009: 25 participants, • 2015: 350 participants • 25% with pre-organised teams • 30-second pitches of game idea • volunteer supervise + help out
  • 24. C E N T R A L I Z E D A U D I O , H A N D L E A U D I O A S A S E R V I C E “Tree of Audio”
  • 25. I N D U S T RY A C A D E M I A A RT T E C H N O L O G Y I N N O VAT I O N L E A R N I N G
  • 26. – M I C H A E L D . G A L L A G H E R , P R E S I D E N T A N D C E O , E N T E R TA I N M E N T S O F T WA R E A S S O C I AT I O N 
 “ No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.”
  • 27. Innovation E X P E R I M E N TA L G A M E D E S I G N - D O E S S O M E T H I N G E N T I R E LY N E W - T O TA L LY N E W S T Y L E - U N I Q U E C O R E M E C H A N I C RULE #1 Be Social Be Creative Be Innovative Be Experimental
  • 28. T H A N K Y O U F O R Y O U R AT T E N T I O N . J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K