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Game	Jam	Survival	Guide
Prepara&on?	What	Prepara&on?	
Choose	your	tools!	
– Programming	language,	IDE	
– Audio	editors	&	generators	
– Graphics	editors	
– Map	editors	
	
Use	what	you	already	know!
Audio	Tools	&	Resources	
	
	
hDp://www.bfxr.net/
Audio	Tools	&	Resources	
	
	
hDp://www.audiotool.com
Audio	Tools	&	Resources	
	
	
hDp://audacity.sourceforge.net/
Audio	Tools	&	Resources	
Free	Soundeffects	&	Music*	
– hDps://www.freesound.org/	
– hDps://soundcloud.com/	(CC	Group)	
– hDp://openmusicarchive.org/	
– hDp://dig.ccmixter.org/	
– hDp://www.indiegamemusic.com/	
	
*Always	check	Jam	rules
Graphics	Tools	&	Resources	
	
	
hDp://www.gimp.org/
Graphics	Tools	&	Resources	
	
	
hDp://www.getpaint.net/index.html
Graphics	Tools	&	Resources	
	
	
hDp://pinta-project.com/releases
Graphics	Tools	&	Resources	
	
	
hDp://esotericsoRware.com/
Graphics	Tools	&	Resources	
	
	
hDp://www.blender3d.org/
Graphics	Tools	&	Resources	
Free	Game	Art*	
– hDp://opengameart.org	
– hDp://kenney.nl	
– hDp://www.lostgarden.com	
– hDp://www.gameart2d.com	
	
*Always	check	Jam	rules
Map	Editors	
	
	
hDp://www.mapeditor.org/
Map	Editors	
	
	
hDp://overlap2d.com/
The	5	Phases	of	Jamming	
1.  Team	Building	
2.  Brainstroming	
3.  Setup	
4.  ImplementaZon	
5.  Finishing	Touches
Team	Building	
You	will	need	
– Developers	
– Audio	&	graphics	arZsts*	
– Game/level	designers	
– Coordinator	
	
The	laDer	two	can	be	done	by	
anyone!	
	
	
*Rare	unicorns
Team	Building	
Developers	
–  Do	the	programmy	bits	
–  Need	to	split	up	tasks	among	
them	
•  Graphics,	Controls,	Physics,	
UI,	...	
–  The	less	overlap	code-wise	
the	easier!	
–  Need	to	tell	arZsts	what	
formats	they	need	
–  Need	to	define	how	game/
level	designer	creates	content
Team	Building	
Graphics	&	Audio	ArZsts	
– Do	the	artsy	bits	
– 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	the	game	
mechanics	
– Needs	to	define	the	game	
progression	
– Needs	to	create	„levels“	
– Needs	to	playtest	and	give	
feedback	to	devs	and	arZsts
Team	Building	
Coordinator	
– Makes	sure	everyone	
knows	what	to	do	
– Keeps	track	of	things	to	be	
done	
– Keeps	track	of	
dependencies	between	
team	members	
– Keeps	track	of	Zme	
– Keeps	track	of	human	
needs	(food,	sleep)
Team	Building	
– If	you	have	no	developers,	look	into	Construct	2	
– If	you	have	no	arZsts,	use	preexisZng	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	:D
Brainstorming	
Goals	
– Get	a	high-level	understanding	of	your	game	
•  Genre	
•  Game	mechanic	
•  Secng	&	Story	
•  Art	style	
– Take	Zme	limits	into	account	
•  FPS,	MMORGP,	RTS	are	likely	not	your	best	bets	
– Think	outside	the	box!	(hurr	durr...)
Brainstorming	
To-do	
1.  Gather	ideas	from	everyone	
2.  Pick	most	promising	one	via	vote	
3.  Define	genre	&	game	mechanics	
-	Use	pen	&	paper!	
4.  Define	secng	&	story	
5.  Define	art	style	
-	Let	arZsts	draw	quick	mockups	
	
Don‘t	be	afraid	to	throw	things	away	
Don‘t	be	afraid	to	iterate,	take	your	
Zme
Setup	
Goals	
– Get	a	detailed	understanding	of	your	game	
•  What	will	the	developers	have	to	do?	
•  What	will	the	arZsts	have	to	do?	
•  What	will	the	game	designers	have	to	do?	
– Define	interfaces	between	all	team	members	
•  How	do	developers	work	with	each	other?	
•  How	do	arZsts	get	their	art	into	the	game?	
•  How	do	game	designers	create	game	content?	
– Define	tasks	and	their	order	for	every	team	
member!	
•  Coordinator	responsible	for	keeping	track	of	tasks
Setup	
To-do	
1.  Developers	agree	on	plajorm	&	
tools	to	use	
2.  ArZsts	agree	on	artstyle	
3.  Developers	and	arZsts	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	iniZal	
tasks	
6.  Coordinator	keeps	track	of	things	
	
A	super	lightweight	Kanban-like	
board	can	help
Implementa&on	
Goals	
– Get	the	damned	game	done!	
– Ensure	to	have	a	playable	prototype	early	
•  PrioriZze	tasks	accordingly	
•  Game	mechanics	first	to	see	if	they	are	fun!	
– Realize	you‘ll	likely	not	get	everything	done!	
•  Which	is	why	you	should	have	something	playable	at	
almost	all	Zmes	
•  Cut	corners,	kill	features,	focus	on	the	core	of	your	
game
Implementa&on	
To-do	
1.  Every	sub-team	works	on	their	
task	
2.  Coordinator	keeps	track	of	
progress	
3.  Sub-teams	talk	whenever	they	
need	to	(re-)define	and	
prioriZze	(new)	tasks	
4.  Goto	1	
	
Your	highest	priority	should	be	to	
have	something	playable	early	on!
Implementa&on	
Tips	for	Developers	
–  Use	source	control	(git,	SVN),	do	NOT	use	shared	drives,	
ZIP	files,	e-mail!	
–  Don‘t	code	for	re-use	
–  Don‘t	opZmize	
–  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	game	designer	can	create	content	as	early	as	
possible	
–  Make	sure	arZsts	export	to	easy	to	use	formats	
–  Make	sure	arZsts	work	for	some	standard	resoluZon!	
–  Make	sure	arZsts	&	game	designer	understand	limitaZons
Implementa&on	
Tips	for	ArZsts	
–  Make	it	easy	to	export	your	art	to	the	proper	format	
–  Make	sure	everyone	uses	the	same	coordinate	
system/resoluZon!	
–  Use	descripZve	names	for	files	
•  Good:	badguy-walk-leR.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	mulZple	versions	of	the	same	thing	there!	
•  Have	whatever	local	folder	structure	for	work	in	progress	
assets
Implementa&on	
Tips	for	Game	Designers	
– Talk	to	the	developers	about	what‘s	possible	and	
what‘s	not	
– Focus	on	simple	mechanics	but	try	to	put	in	a	
twist	
– Favor	simple	level-design	over	„brainy“	complex	
levels	–	they	take	to	long	to	design!	
– If	you	have	down-Zme	help/be	the	coordinator!
Implementa&on	
Tips	for	Coordinators	
– Ensure	that	everyone	can	stay	busy	
•  Gather	the	team	to	discuss	new	tasks	or	reprioriZze	
current	tasks	
– Check	on	progress	regularly	
•  If	something	takes	to	long,	as	the	team	to	reprioriZze/
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-Zme,	take	on	a	task	you	can	do!
Finishing	Touches	
Goals	
– Submit	a	playable	game	before	the	deadline	:D
Finishing	touches	
To-do	
1.  Feature	freeze	2-3	hours	
before	the	deadline	
2.  Create	a	build	for	
submission	
3.  Get	team	together	and	
decide	what	to	polish	in	the	
remaining	hours	
4.  If	polishing	works	out,	create	
a	new	build	for	submission
Final	Thoughts	
– Sleep!		
– Eat	&	Drink!		
– Take	breaks!	
– Make	new	friends!
libGDX Jam survival guide

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