Two years ago had a big moment for me. It was the first time
I had the opportunity to not write about success and how great everything is in
University. Instead it was about failure, which is something no one likes to talk about but
has plenty to learn from. What I’m talking about is the Global Game Jam 2014 blog post where I made a list of the essentials in a game jam. Now in
2016, I want to see what I still agree with and have taken to heart, what
didn’t matter to me and what new things I have learned.
First off, Global Game Jam 2016 went really well for me and
my team. We placed first locally with a small, mostly newcomer, but still
dedicated group of contestants. Before I speak any more about me and my team I
think everyone at the Hull site did amazing work and my respect goes out to the
Hull College team who persisted. Well done to all. If you'd like to see the game check it out at the Global Game Jam page.
Be Prepared / Assemble a team
The whole team alive and awake after 48 hours of jamming. |
So I’ve always picked people who look like they care. Caring is usually when they’ve asked about it or have shown dedication towards it. That’s all someone
who is bringing a team together can ask for.
Don’t Avoid An Obvious Idea
My mistake two years ago really was to pay attention to the
keynote speakers. What they say is nice but often doesn’t apply to what you
hope to make out of your time at the game jam. I ignored the one this year and
went for something reliable and simple that has a chance of being fun. Same
thing with the jam diversifiers. Ignore them unless they can work for you. Ignore a lot of things unless it works with what you and your team want to do.
Have a vision behind the game/ Avoid the committee Ensure A shared
Team Vision
So half of what I said was right here but mostly by
accident. In retrospect I think it is absolutely very important to hear what
everyone has to say about the project and what they think is cool. With a team
of the right people ideas will be passed around but everyone be realistic with
what works and what doesn’t.
The part about the vision is correct but merely by accident.
What’s more important is having a shared vision with the whole team. When
building ideas for the project common understood language is key. Doing this
perfectly probably isn’t possible but the attempt is worth it. We still encountered some miscommunication but it was sparse enough to be mitigated and didn't stop the project.
Keep It Simple
This catches out all the new people going into game jams and
the meaning of simple is only learned through experience. The most successful
games have been Hard Boiled Fury, Dispaced, Wavelength and now Waves from the
Graves. The common theme among them is only having a basic game mechanic to
drive the whole project. We've added more features and polish to each game, sure, but we did so with confidence and didn't put the project at risk.
Have a prototype finished early Focus On First Deliverable
To be clearer what I meant to say is work to make a basic
first deliverable that captures the point of the project and work from there.
The concept of iterative development hadn’t been taught to me yet but I guess I
had worked how important something like it is already. Hard Boiled Fury was
going to a different game at first but when we got our first version working we
noticed what was more fun about the game and what we can ignore. Our GGJ game was also going to have a lot more game mechanics added to it but we only planned on doing so if the basics were covered first.
Don’t let programmers people
do 12+ hour shifts
Managing a project is managing people as well. Making
everyone feel useful, valued and not overworked is most important so everyone
can enjoy the jam (after all, isn’t that the point of it?). Like I said before I appreciate enthusiasm almost more than anything and no rest is a tragic way to kill it all. It is the project manager's responsibility to make sure no one is burned out.
Bring a pillow + Earplugs Get Some Sleep
I don’t recommend anyone except possibly the project manager
to sleep on site. I choose to stay around for as long as humanely possible and
make sure the deadlines are met. I don’t expect this from any other team member
though and I don’t expect anyone reading this to do the same. It is often more
productive to get 8 hours of sleep.
Always Show Something
This is still true and is honestly one of the best ways to
learn from what from you have made. The importance of feedback is not stated
enough when it comes to game jams and learning from the opinion of others is
one of the most useful things about a jam. Along with learning, you also get to
see other people enjoy your work which can often be the only thing you need to
make it all feel worth it. You also get to leave an impression and get known by
other game jam enthusiasts in the area.
Go To The Pub After Get loads of rest
To read more about this jam please see my good friend Declan's blog about his experience at Global Game Jam Hull.
I'm hoping to bring back blogging and will release one at least every week, likely Sunday. I'm in no shortage of topics. If I don't, please poke me about it.
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