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IGDA NL Game Jam at Sci Fi on the Rock 2012
 

IGDA NL Game Jam at Sci Fi on the Rock 2012

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An informative slideshow about the first IGDA Newfoundland Game Jam at Sci Fi on the Rock 6. A must watch for participants.

An informative slideshow about the first IGDA Newfoundland Game Jam at Sci Fi on the Rock 6. A must watch for participants.

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    IGDA NL Game Jam at Sci Fi on the Rock 2012 IGDA NL Game Jam at Sci Fi on the Rock 2012 Presentation Transcript

    • IGDA NEWFOUNDLANDGame JamThe evening of April 20th through the afternoon of April 22nd, 2012At Sci-fi on the Rock 6Holiday InnSt. John’s, NL
    • SPONSORED BY:Video Game Design ProgramMedia Arts CentreCollege of the North Atlantic
    • What Is A Game Jam? A game jam is an organized 48 hour event for rapidly prototyping video game designs An overall game theme is announced at the start of the event Games are designed by small teams around each team’s interpretation of the given theme Playable prototypes are rapidly designed, developed, tested, and iterated
    • Benefits Of Game Jams Indie game developers can develop and present ideas without publisher restrictions Exposes game developer hobbyists to an opportunity for collaboration Inspires individuals to innovate
    • How Do I Participate? Join the IGDA Newfoundland Facebook group for registration details and updates on the event Register for the event
    • How Do I Participate? As an individual  You are welcome to show up and team up with other people at the start of the event, however you are encouraged to network on the IGDA Newfoundland Facebook group page beforehand to meet other participants who are also looking for team mates  Describe your skill set and what you have to offer to a game development team such as art, programming, scripting, or audio
    • How Do I Participate? Teams  It is suggested to form teams beforehand and register as a team  Small teams of 3 – 5 people tend to work better and be more organized than larger teams because communications are more efficient
    • Development ToolsUse whatever development tools you feel comfortable withLinks to games engines and development tools that have free versions:Game Engines Game Maker: http://yoyogames.com/ Game Salad: http://gamesalad.com/creator Unity: http://unity3d.com/unity/ Unreal: http://www.udk.com/ Flixel: http://flixel.org/
    • Development ToolsUse whatever development tools you feel comfortable withLinks to games engines and development tools that have free versions:Art Gimp: http://www.gimp.org/downloads/ Blender: http://www.blender.org/Audio Audacity: http://audacity.sourceforge.net/Indie Game Sites TIGSOURCE.: http://www.tigsource.com/ Kongregate: http://www.kongregate.com/ Chevy Ray http://chevyray.com/tools/
    • What Should I Bring A laptop with game development software Headphones Graph paper Pencils and erasers One small white board with dry erase markers for each team Snacks and beverages (if allowed in the venue)
    • Suggested Steps For The Process1. Brainstorming  Collaborate with your team  Make a list of possible ideas  Consider scrapping the first 3 ideas and the obvious ideas
    • Suggested Steps For The Process2. Research  Search the internet for similar games to avoid repetition  Search for game play and art references
    • Suggested Steps For The Process3. Consider scope  Plan for a smaller scope than you think you will have the time for  Consider the skills and limitations of your team and the development tools  Cut non essential features
    • Suggested Steps For The Process4. Sketches  Concept art  Flowcharts  Level designs
    • Suggested Steps For The Process5. Early prototypes  Use placeholder graphics  Don’t fall in love with any idea or feature  Be prepared to kill the whole idea or beloved features  Consider starting over if it’s not working out
    • Suggested Steps For The Process6. Play test ASAP, and often  Play test often for usability, functionality, and balance  Expect many rounds of feedback and iteration  Consider trading play testing time with other teams for valuable feedback from people outside of your group
    • Suggested Steps For The Process7. Emphasize meaningful game play (or fun) over polish  Focus on one new concept  Make game play fun in the first 15 seconds  Consider including simple instructions in the title screen then move quickly into game play, or integrate a quick in-game tutorial rather than starting out with a long back story  Use audio to create mood and for efficient and effective in-game feed backThe team can always decide to turn the game into an ongoing project and continue to polish the game beyond the jam
    • Suggested Steps For The Process8. Keep the player in mind  Games are made to be played  Observe play tester reactions  Do they understand what to do?  Make note of facial expressions and when they happen:  Joy  Frustration  Create a short questionnaire to gather feedback and to ask for other comments
    • Suggested Steps For The Process9. Plan on taking breaks to eat, sleep, and shower  It is unhealthy to work for 48 hours straight  Tiredness often causes diminishing returns and bugs  When working in close quarters with a small, tight knit team, good personal hygiene is appreciated
    • Who Owns The Work? You and your team mates retain rights and ownership of your own work You are responsible for:  Using software licenses legally and appropriately for development  Creating original assets for your game and using assets such as royalty free audio clips according to their legal use agreements  Including all team mates in the credits
    • Who Owns The Work? Basically, your team is responsible for working out the details amongst yourselves Intellectual property link for reference:http://archives.igda.org/ipr/IGDA_IPRights_Whi tePaper.pdfIf you have trouble with this link byclicking on it, please type it in toyour browser.
    • ThanksWe look forward to an awesome event!Contact: Join the Facebook group