...and
we're off!
The
Game Jam officially opened at 19:00 to give
participants from the industry time to get off from work, get their
gear and go to the IT-University. After a brief welcoming
presentation by Miguel Sicart from the IT-University, Gorm Lai from
IGDA (also co-founder of developer 3
Lives Left) and Henriette
Moes from Diginet.org, the jamming started with a mingling exercise.
All 134 participants was dragged into the main room at the
IT-University and was asked to split up in groups -- first according
to age, then according geographical place of origin, favorite vice
and favorite game character. Henriette Moes from Diginet orchestrated
the exercise and it shook people together well. Then the participants
were told to gather in teams of three, and come up with game concepts
based on the theme, two from each group.
The
theme was "Taboo"; this was
chosen to make sure that the participants would have to work on
themes of a more artistic nature that they'd never work with it
commercially. We were a bit scared that theme might inspire
participants to make a game that would provoke religious resentment
globally, but the participants handled the theme in a fairly mature
manner. On top of the theme, we included three game play restraints.
The game had to have a game loop and be winnable (which excluded
digital toys and screensavers), the game had to be playable with a
controller and not just mouse & keyboard, and the game had to be
multiplayer, either against an AI or another player. The jury would
judge the games on these criteria.
All
of the participants gathered in an auditorium after the
brainstorming, and those who wanted to
advocate a concept presented it to the crowd and lobbied for people
to sign up for it. The presented themes ranged from torture,
pedophilia and cannibalism over sex parties and PMS to lighter
topics, like farting in an elevator and the associated social
pressure.
In round two of the pitching, the advocates placed a piece
of paper on their chest with a description of the concept and a
"wanted" description for the people they needed; everybody
mingled and people signed up for the teams. At 22:00 the groups
spread out over all of the IT-University to develop their games.
Hectic teambuilding was replaced by further game designing and
focused work.
Crunch,
crunch, lovely crunch...
The
game industry has a reputation for crunch,
those extended periods of time where teams work nonstop to finish a
delivery and make the milestones. This is almost universally loathed;
few teams survive crunch unscathed. One of the conundrums of the NGJ
'08 was that teams had approximately 40 hours to finish a game demo,
including time for sleep. So the participants paid to experience
conditions akin to crunch... and they do so in very high spirits.
Unfortunately sleeping isn't allowed at the IT-University, so people
had to go home or to their hotel/youth hostel to sleep. More than one
team was rumored to plow through, ignore sleep and work for 40 hours
straight. However, a local journalist photographed one such team
early Sunday morning while they were thinking truly deep thoughts
while resting their heads on their keyboards.
Everything
was very quiet during the development period. The only interruptions
were the morning status meetings, where the teams discussed their
progress and potential issues and the three daily meals. We decided
early on that we wanted good food at the event and that it had to be
more than adequate to keep the teams going through the entire event.
Thanks to our sponsors and an excellent catering company we managed
to provide a hotel-style morning buffet (no Danish, though!), a
traditional Danish lunch and a hot meal at dinner. The catering
company also gave us an excellent offer on Cuban beer, which was sold
alongside sodas throughout the entire event.
Almost 300 beers were
drunk during the event. We topped off the catering with as much
coffee and tea as people wanted ; it wasn't uncommon for a team
member to come down to the catering table and pick up three or four
canteens of coffee for the team; come Sunday afternoon it was sorely
needed.
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