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  A Global Game Jam 2010 Report
by Eric Hardman on 02/01/10 08:51:00 am   Expert Blogs   Featured Blogs
5 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 02/01/10 08:51:00 am
 

The second annual Global Game Jam took place this past weekend in an astounding 138 locations across the planet. While I'm unsure of the total number of participants, they managed to crank out 935 games in just 48 hours! What is this Game Jam, you ask? Why, nothing less than the Olympics of the endurance sport known as extreme prototyping.

 

PIGDA Game Jam 

 

Here's the premise: participants show up for a game development marathon on Friday night, form up teams, are told the official theme, drink lots of coffee, and wrap up by Sunday afternoon. You may be familiar with the general format, but the scale of this particular event is unmatched. And, this year the number of games produced was more than twice the number from the event last year! My own involvement was serving as a judge, sweeping in at the last hour to pass cowardly verdicts with a panel of esteemed peers. Well, not really verdicts, it's more of a feedback and appreciation thing... 

 

Last minute jamming
 

Carnegie Mellon's Entertainment Technology Center hosted our local event in the very bosom of their fine post-graduate program. The ETC is really the heart and soul of the Pittsburgh game development community, with many local studios spinning off with concepts and business models originally conceived there. Partly as a result of their enthusiasm and support, many local startups have focused on serious games and social entrepreneurship, making for a distinctive and growing development scene.

 

Carnegie Mellon's Entertainment Technology Center

 

I only bring up the setting to emphasize a historical connection with the growth of rapid prototyping in recent years. As game designers have increasingly focused on "finding the fun" early and often in the development process, fast high-quality prototyping has become more and more crucial. One early example of this movement sprung from the ETC in the form of the Experimental Gameplay Project -- its most notable early successes being Tower of Goo and Crayon Physics, which both evolved to win numerous awards in the 2008 IGDA Independent Games Festival competition. The rules are simple: make a game based on the month's theme and don't spend more than 7 days. Sounds downright decadent when compared to the measly 48 hours permitted in Game Jam, right? In defense of the EGP, only one person is allowed to develop the prototype in one week, while small teams compete in Game Jam. 

This philosophy of rapid prototyping is still gaining steam, even becoming institutionalized. Notably, Emergent's popular game engine Gamebryo was joined by prototyping powerhouse Lightspeed in the last year, bringing integrated tools and workflow to a wider audience of developers than might have been imagined previously. 

So what's a game jam look like? Well, imagine beardly stubble aplenty, baggy eyes, even baggier pajamas, LOUD pajamas, guitars, laptops, and a chaos of wires, wrappers, and sleeping bags. At least that's how it looked on Sunday in Pittsburgh. This years overarching theme was "deception", with achievements available for incorporating Spain, plains, and rain. Not surprisingly,  some pretty creative ideas were explored. 

 

Acoustics, air mattresses, and judges. Oh my.

 

One local standout came from the Pineapple Pimps team, who ran with the deception theme in both classic and unpredictable ways. Their entry, Ship Sweepers of Spain combines gameplay elements from both Battleship and Minesweeper and loosely frames the rather abstract action as taking place in the rain, over the plains of, yes, Spain. Special note should be made of their wonderful and humorous homegrown sound effects, which you can enjoy upon sinking a any ship, battle or otherwise. Flash was used for this prototype, and the team was well ahead of schedule and posting their first major update by the time the jam train rounded the final bend. 

 

Team Pineapple Pimps
 

Another terrific effort from Team R Squared used the Wild Pockets 3D browser plugin tech. Taking the auxiliary themes more than skin deep, they produced a remarkably cohesive effort right down to its robotic brainstem with ¡Dr. Láser! ¿Adorará Ella un robot? What would a robot, who is trying to become human, do when first meeting the parents of his human amore over dinner? Why, he'd have to repress his robot instinct to fire lasers out of his eyes and destroy all humans, of course.

That's where the player comes in, eradicating the robot urges that crawl over his brain before dinner goes horribly awry. In their Mario Galaxy meets Robotron romp, the team perfectly paired an industrial/communist Spanish comic book narrative with 3D brain crawling action to terrific effect. Needless to say, lasers do fly and many robotic instincts go unsuccessfully repressed, much to the players delight. 

 

Team R Squared 

Congratulations to everyone, around the globe, who took part in this year's Game Jam. I truly admire your fortitude, courage, and spirit of adventure! Adios, until next year...

 

ETC Sunset

 

 

 

 
 
Comments

Andre Gagne
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Just a quick note: The GGJ is not "the Olympics of the endurance sport known as extreme prototyping" As there is no actual competition. No single country's games are "better" than any other country's; in fact, no single team's game is "better" than any other team's.

There are other terms that better capture it, festival, get together, or simply "jam". Thank you.

Eric Carr
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@ Andre. You're right, but I think he means that GGJ is the Premiere collection of hardcore cred that one is likely to find, um, anywhere. There is no "actual" compeition, just the challenge of doing it at all.

I say that because that what "I" mean when I refer to GGJ as the Olympics of Game Making.

Also, a quick shout out. Where is the San Diego GGJ love? We need locations too.

Andre Gagne
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lol, If you want to have a location, set one up. I was part of the organizing committee for the Vancouver UBC location (sorry, we're kind of Olympics sensitive right now :P ).

I only point it out because when Susan was coming up with the idea, the Nordic game jam folks told her to specifically make it non-competitive.

I think part of the reason why we got so many awesomely different games is because it wasn't a competition; so half completed, buggy, but very interesting prototypes are fine.

And is the GGJ such a big thing these days? I've always wondered why large companies don't have jams like this to come up with new IP.

Eric Hardman
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Who puts the anal in analogy? You do! The Olympics thing... who knew? I was definitely going for the international flavor, spirit of shared experience, etc. etc. angle rather than competition. Nobody even cares about the medals anyway, right? Right?

So, sorry if I mischaracterized that, it's definitely more of a hippy olympics -- no one loses, each participant gets the same amount of pinata candy, and everyone at least hums kumbaya.

Jason Pratt
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@Andre: So if the idea is that no game is better than any other, than why does the Global Game Jam site have a rating system that goes from "Poor" to "Awesome"?


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