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LUCA GALLI
@Leyart86
PLAYER ONE
Videogame Design for all
A Brief Game Jam
Survival Guide
WHAT IS A GAME JAM?
• 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
2012
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?"
https://www.youtube.com/watch?v=Ecb6VupzgA4
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 define
mechanics
– Needs to define
progression
the game
the game
– Needs to
– Needs to
feedback
create "levels"
playtest and give
to devs and artists
TEAM BUILDING
Coordinator
• Makes sure everyone knows
what to do
• Keeps track of things to be
done
• 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‘t
time
be afraid to throw things away
be afraid to iterate, take your
BRAINSTORMING
Technology AestheticsMechanics Story
A. Shooting
B. Jumping
C. Turn based
D. Hiding
E. Building
F. Collecting
G. Crafting
H. Matching
I. Climbing
1. Unity
2. Flash
3. Oculus Rift
4. Wii controller
5. Unreal
6. Photoshop
7. Mouse and
Keyboard
8. Leap Motion
9. Board game
a) Anime
b) Low poly
c) Cell shaded
d) Realistic
e) 8 bit
f) Isometric
g) Noir
h) Art Nouveau
i) Surreal
j) Horror
k) Steampunk
l) Cyberpunk
m) Japanese
Woodblock
i. Rescue the
princess
ii. Amnesia
iii. Rise to power
iv. Escape
v. Survival
vi. You are the villain!
vii. Hero’s Journey
viii. Rescuing yourself
ix. Personal
Development
x. Narrative gratia
narrative
xi. Satire
xii. American Fat Fast
Food eater
GAME MECHANICS
Pattern Recognition
Wikipedia stands to knowledge as
BoardGameGeek stands to games.
Betting/Wagering
Line-Drawing
Tile-Placement
Pattern Building
Memory
Hand 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 sure
possible
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 a
twist
– Favor
levels
– 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
Goals
– Submit a playable game before the deadline :D
FINISHING TOUCHES
TO-DO List
1. Feature freeze 2‐3 hours
before 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, create
a new build for submission
FINISHING TOUCHES
– Sleep!
– Eat & Drink!
– Take breaks!
– Make new friends!
FINISHING TOUCHES
WRONG!
ADDITIONAL GRAPHICS TOOLS
SpartanAseprite
SPRITESHEETS PACKER/ATLASES
Texturepacker GUI
(Free alternative to TP)
Spritesheet Packer
Leshy Spritesheet Tool Shoebox
Texturepacker
Dame
Editor
?
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 it
during the jam!
HOW TO PICK?
A Brief Game Jam Survival Guide
A Brief Game Jam Survival Guide

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A Brief Game Jam Survival Guide

  • 1. LUCA GALLI @Leyart86 PLAYER ONE Videogame Design for all A Brief Game Jam Survival Guide
  • 2. WHAT IS A GAME JAM?
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  • 7. • 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?
  • 8. • 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?
  • 9. 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
  • 10. 2009 «As long as we have each other, we will never run out of problems» 2010 Deception 2011 Extinction
  • 11. 2012
  • 12. 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?"
  • 14. of Jamming 1. Team Building 2. Brainstorming Setup 3. Implementation 4. Finishing Touches THE 5 PHASES OF JAMMING
  • 15. You will need – Developers – Audio & graphics artists* – Game/level designers – Coordinator *Rare unicorns TEAM BUILDING The last two roles can be fullfilled by anyone
  • 16. 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
  • 17. 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
  • 18. Game/Level Designer – Does the content bits – Needs to define mechanics – Needs to define progression the game the game – Needs to – Needs to feedback create "levels" playtest and give to devs and artists TEAM BUILDING
  • 19. Coordinator • Makes sure everyone knows what to do • Keeps track of things to be done • Keeps track of dependencies between team members • Keep track of Time • Keeps track of human needs (food, sleep) TEAM BUILDING
  • 20. – 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
  • 21. 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!
  • 22. 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‘t time be afraid to throw things away be afraid to iterate, take your BRAINSTORMING
  • 23. Technology AestheticsMechanics Story A. Shooting B. Jumping C. Turn based D. Hiding E. Building F. Collecting G. Crafting H. Matching I. Climbing 1. Unity 2. Flash 3. Oculus Rift 4. Wii controller 5. Unreal 6. Photoshop 7. Mouse and Keyboard 8. Leap Motion 9. Board game a) Anime b) Low poly c) Cell shaded d) Realistic e) 8 bit f) Isometric g) Noir h) Art Nouveau i) Surreal j) Horror k) Steampunk l) Cyberpunk m) Japanese Woodblock i. Rescue the princess ii. Amnesia iii. Rise to power iv. Escape v. Survival vi. You are the villain! vii. Hero’s Journey viii. Rescuing yourself ix. Personal Development x. Narrative gratia narrative xi. Satire xii. American Fat Fast Food eater
  • 24. GAME MECHANICS Pattern Recognition Wikipedia stands to knowledge as BoardGameGeek stands to games. Betting/Wagering Line-Drawing Tile-Placement Pattern Building Memory Hand Management Action Programming Auction/Bidding Partnership Possible, meaningful game mechanics: Take Inspiration!
  • 25. 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
  • 26. 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
  • 27. 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
  • 28. 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 sure possible 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 • •
  • 29. 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
  • 30. 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 a twist – Favor levels – If you simple level-design over "brainy" complex – they take to long to design! have down‐time help/be the coordinator! IMPLEMENTATION
  • 31. 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
  • 32. Goals – Submit a playable game before the deadline :D FINISHING TOUCHES
  • 33. TO-DO List 1. Feature freeze 2‐3 hours before 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, create a new build for submission FINISHING TOUCHES
  • 34. – Sleep! – Eat & Drink! – Take breaks! – Make new friends! FINISHING TOUCHES WRONG!
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  • 38. SPRITESHEETS PACKER/ATLASES Texturepacker GUI (Free alternative to TP) Spritesheet Packer Leshy Spritesheet Tool Shoebox Texturepacker
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  • 41. ? 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 it during the jam! HOW TO PICK?