Tumbleweed Express is a tower defense game that takes place on a moving train set in an alternate history of the American West. Advance through 12 levels across 3 different acts as you shoot down attacking airships and other obstacles while delivering supplies and collecting mail. Complete voluntary contracts to get extra funds to use for weapon and armor upgrades, which help you make it through each level in one piece!
Tumbleweed Express originated from the team’s participation in a game jam held by the DC Chapter of the International Game Developers Association (IGDA) in November 2011. Since that initial game jam, the team has dedicated one weekend a month to completing the project. In 2012 these talented developers formed an independent game studio, The Dirigiballers, LLC, that has now brought the Tumbleweed Express to life on Steam for PC, Mac, and Linux.
This talk was presented at the IGDA DC monthly chapter meeting at Bravo! Bravo! on June 28th and mainly focused on the team's development process and history as a primer for a panel discussion that followed.
Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displa...Matthew Louis Mauriello
Group exercise has multiple benefits including greater adherence to fitness regimens, increased enjoyment among participants, and enhanced workout intensity. While a large number of technology tools have emerged to support real-time feedback of individual performance, tools to support group fitness are limited. In this paper, we present a set of wearable e-textile displays for running groups called Social Fabric Fitness (SFF). SFF provides a glanceable, shared screen on the back of the wearer's shirt to increase awareness and motivation of group fitness performance. We discuss parallel prototyping of three designs-one flexible e-ink and two flexible LED-based displays; the selection and refinement of one design; and two evaluations'a field study of 10 running groups and two case studies of running races. Our qualitative findings indicate that SFF improves awareness of individual and group performance, helps groups stay together, and improves in-situ motivation. We close with reflections for future athletic e-textile displays.
Habitat Indie Game Development Pre-Post MortemCharles Cox
Created in Unity by Seattle based game developer 4gency, Habitat is currently in Early Access development for PC, Mac, and Linux.
4gency founder/CEO Charles Cox shares lessons learned from developing Habitat from idea to Early Access game on Steam in less than a year. Habitat's development is still ongoing toward a 2015 release but there are plenty of lessons to share!
Description of Game: Habitat is a space-themed strategy game that places you in high orbit around a ravaged Earth far in the future. Your survival depends on your ability to sift through centuries of floating space junk to construct a sustainable base. Leading a team of engineers in salvaging operations and construction, you’ll be faced with grim choices where managing your limited resources can mean the difference between life and death. As mysterious and powerful enemies mount attacks against your habitat, you’ll learn to craft kinetic weapons and defend your stellar stronghold. As you fight, explore, and create, you may even learn the truth about the Earth’s destruction and discover the secret to humanity’s survival among the stars.
Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displa...Matthew Louis Mauriello
Group exercise has multiple benefits including greater adherence to fitness regimens, increased enjoyment among participants, and enhanced workout intensity. While a large number of technology tools have emerged to support real-time feedback of individual performance, tools to support group fitness are limited. In this paper, we present a set of wearable e-textile displays for running groups called Social Fabric Fitness (SFF). SFF provides a glanceable, shared screen on the back of the wearer's shirt to increase awareness and motivation of group fitness performance. We discuss parallel prototyping of three designs-one flexible e-ink and two flexible LED-based displays; the selection and refinement of one design; and two evaluations'a field study of 10 running groups and two case studies of running races. Our qualitative findings indicate that SFF improves awareness of individual and group performance, helps groups stay together, and improves in-situ motivation. We close with reflections for future athletic e-textile displays.
Habitat Indie Game Development Pre-Post MortemCharles Cox
Created in Unity by Seattle based game developer 4gency, Habitat is currently in Early Access development for PC, Mac, and Linux.
4gency founder/CEO Charles Cox shares lessons learned from developing Habitat from idea to Early Access game on Steam in less than a year. Habitat's development is still ongoing toward a 2015 release but there are plenty of lessons to share!
Description of Game: Habitat is a space-themed strategy game that places you in high orbit around a ravaged Earth far in the future. Your survival depends on your ability to sift through centuries of floating space junk to construct a sustainable base. Leading a team of engineers in salvaging operations and construction, you’ll be faced with grim choices where managing your limited resources can mean the difference between life and death. As mysterious and powerful enemies mount attacks against your habitat, you’ll learn to craft kinetic weapons and defend your stellar stronghold. As you fight, explore, and create, you may even learn the truth about the Earth’s destruction and discover the secret to humanity’s survival among the stars.
The project that we have undertaken aims to develop a 2D Adventures game. The
project “Game Development (Platformer Game Development)” includes the following
functionalities:
Realistic Experience
2D view
Good Graphics
Faster performance
Offline Game
No need for the Internet
What’s the latest news on virtual reality, augmented reality, and human-computer interaction? Let us keep you up to date!
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
Feelin' Groovy: A Groovy Developer in the Java WorldKen Kousen
Keynote given at Gr8conf.in, Delhi, India, January 2017. Variation of same keynote given at Gr8conf.eu in Copenhagen (https://www.youtube.com/watch?v=KZ7u8CddgnI) and Gr8conf.us in Minneapolis, earlier in 2016
One of the best things about Flash is it’s community, and the number of available open source frameworks. In this session we will cover a number of the frameworks that make developing Flash games easier, better, and just more fun.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
Keynote from the DOAG Conference 2015 on Virtual and Augmented Reality Analytics by Joerg Osarek. What is state of the art end of 2015, what awaits us in 2016 and within the next 3 to 5 years? After 3 years working on virtual reality projects Skilltower institute dares to give some answers and predictions on virtual reality analytics. More information will be available in the dossier "Virtual Reality Analytics" publication date in 2016.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Hacking for Salone: Drone Races - Di Saverio; Lippolis - Codemotion Milan 2016Codemotion
This year for the Salone del Mobile at frog, we came up with a funky experiment, based on Drones, Android, and VR. In this talk, your hosts will walk you through our Drone Race experiment, touching topics like real-time computer vision, reactive programming for mobile, indoor positioning and (wheeled) Drones hacking. The variety and complexity of these topics is equal to its coolness though, so you may be puzzled asking yourself: "Where do I start?" We will share experiences and lots of code, so that you can start right away.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
Presentation from the UK's Inter Uni Game Jam 2012 at Nottingham Trent University 17th - 18th of Nov 2012 teams from across UK Unis building Awesome games
A presentation on mastering key management concepts across projects, products, programs, and portfolios. Whether you're an aspiring manager or looking to enhance your skills, this session will provide you with the knowledge and tools to succeed in various management roles. Learn about the distinct lifecycles, methodologies, and essential skillsets needed to thrive in today's dynamic business environment.
Comparing Stability and Sustainability in Agile SystemsRob Healy
Copy of the presentation given at XP2024 based on a research paper.
In this paper we explain wat overwork is and the physical and mental health risks associated with it.
We then explore how overwork relates to system stability and inventory.
Finally there is a call to action for Team Leads / Scrum Masters / Managers to measure and monitor excess work for individual teams.
More Related Content
Similar to Tumbleweed Express: A Tale of 54 Game Jams
The project that we have undertaken aims to develop a 2D Adventures game. The
project “Game Development (Platformer Game Development)” includes the following
functionalities:
Realistic Experience
2D view
Good Graphics
Faster performance
Offline Game
No need for the Internet
What’s the latest news on virtual reality, augmented reality, and human-computer interaction? Let us keep you up to date!
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
Feelin' Groovy: A Groovy Developer in the Java WorldKen Kousen
Keynote given at Gr8conf.in, Delhi, India, January 2017. Variation of same keynote given at Gr8conf.eu in Copenhagen (https://www.youtube.com/watch?v=KZ7u8CddgnI) and Gr8conf.us in Minneapolis, earlier in 2016
One of the best things about Flash is it’s community, and the number of available open source frameworks. In this session we will cover a number of the frameworks that make developing Flash games easier, better, and just more fun.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
Keynote from the DOAG Conference 2015 on Virtual and Augmented Reality Analytics by Joerg Osarek. What is state of the art end of 2015, what awaits us in 2016 and within the next 3 to 5 years? After 3 years working on virtual reality projects Skilltower institute dares to give some answers and predictions on virtual reality analytics. More information will be available in the dossier "Virtual Reality Analytics" publication date in 2016.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Hacking for Salone: Drone Races - Di Saverio; Lippolis - Codemotion Milan 2016Codemotion
This year for the Salone del Mobile at frog, we came up with a funky experiment, based on Drones, Android, and VR. In this talk, your hosts will walk you through our Drone Race experiment, touching topics like real-time computer vision, reactive programming for mobile, indoor positioning and (wheeled) Drones hacking. The variety and complexity of these topics is equal to its coolness though, so you may be puzzled asking yourself: "Where do I start?" We will share experiences and lots of code, so that you can start right away.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
Presentation from the UK's Inter Uni Game Jam 2012 at Nottingham Trent University 17th - 18th of Nov 2012 teams from across UK Unis building Awesome games
Similar to Tumbleweed Express: A Tale of 54 Game Jams (20)
A presentation on mastering key management concepts across projects, products, programs, and portfolios. Whether you're an aspiring manager or looking to enhance your skills, this session will provide you with the knowledge and tools to succeed in various management roles. Learn about the distinct lifecycles, methodologies, and essential skillsets needed to thrive in today's dynamic business environment.
Comparing Stability and Sustainability in Agile SystemsRob Healy
Copy of the presentation given at XP2024 based on a research paper.
In this paper we explain wat overwork is and the physical and mental health risks associated with it.
We then explore how overwork relates to system stability and inventory.
Finally there is a call to action for Team Leads / Scrum Masters / Managers to measure and monitor excess work for individual teams.
Public Speaking Tips to Help You Be A Strong Leader.pdfPinta Partners
In the realm of effective leadership, a multitude of skills come into play, but one stands out as both crucial and challenging: public speaking.
Public speaking transcends mere eloquence; it serves as the medium through which leaders articulate their vision, inspire action, and foster engagement. For leaders, refining public speaking skills is essential, elevating their ability to influence, persuade, and lead with resolute conviction. Here are some key tips to consider: https://joellandau.com/the-public-speaking-tips-to-help-you-be-a-stronger-leader/
The case study discusses the potential of drone delivery and the challenges that need to be addressed before it becomes widespread.
Key takeaways:
Drone delivery is in its early stages: Amazon's trial in the UK demonstrates the potential for faster deliveries, but it's still limited by regulations and technology.
Regulations are a major hurdle: Safety concerns around drone collisions with airplanes and people have led to restrictions on flight height and location.
Other challenges exist: Who will use drone delivery the most? Is it cost-effective compared to traditional delivery trucks?
Discussion questions:
Managerial challenges: Integrating drones requires planning for new infrastructure, training staff, and navigating regulations. There are also marketing and recruitment considerations specific to this technology.
External forces vary by country: Regulations, consumer acceptance, and infrastructure all differ between countries.
Demographics matter: Younger generations might be more receptive to drone delivery, while older populations might have concerns.
Stakeholders for Amazon: Customers, regulators, aviation authorities, and competitors are all stakeholders. Regulators likely hold the greatest influence as they determine the feasibility of drone delivery.
Employment PracticesRegulation and Multinational CorporationsRoopaTemkar
Employment PracticesRegulation and Multinational Corporations
Strategic decision making within MNCs constrained or determined by the implementation of laws and codes of practice and by pressure from political actors. Managers in MNCs have to make choices that are shaped by gvmt. intervention and the local economy.
Specific ServPoints should be tailored for restaurants in all food service segments. Your ServPoints should be the centerpiece of brand delivery training (guest service) and align with your brand position and marketing initiatives, especially in high-labor-cost conditions.
408-784-7371
Foodservice Consulting + Design
Enriching engagement with ethical review processesstrikingabalance
New ethics review processes at the University of Bath. Presented at the 8th World Conference on Research Integrity by Filipa Vance, Head of Research Governance and Compliance at the University of Bath. June 2024, Athens
Org Design is a core skill to be mastered by management for any successful org change.
Org Topologies™ in its essence is a two-dimensional space with 16 distinctive boxes - atomic organizational archetypes. That space helps you to plot your current operating model by positioning individuals, departments, and teams on the map. This will give a profound understanding of the performance of your value-creating organizational ecosystem.
Integrity in leadership builds trust by ensuring consistency between words an...Ram V Chary
Integrity in leadership builds trust by ensuring consistency between words and actions, making leaders reliable and credible. It also ensures ethical decision-making, which fosters a positive organizational culture and promotes long-term success. #RamVChary
Senior Project and Engineering Leader Jim Smith.pdfJim Smith
I am a Project and Engineering Leader with extensive experience as a Business Operations Leader, Technical Project Manager, Engineering Manager and Operations Experience for Domestic and International companies such as Electrolux, Carrier, and Deutz. I have developed new products using Stage Gate development/MS Project/JIRA, for the pro-duction of Medical Equipment, Large Commercial Refrigeration Systems, Appliances, HVAC, and Diesel engines.
My experience includes:
Managed customized engineered refrigeration system projects with high voltage power panels from quote to ship, coordinating actions between electrical engineering, mechanical design and application engineering, purchasing, production, test, quality assurance and field installation. Managed projects $25k to $1M per project; 4-8 per month. (Hussmann refrigeration)
Successfully developed the $15-20M yearly corporate capital strategy for manufacturing, with the Executive Team and key stakeholders. Created project scope and specifications, business case, ROI, managed project plans with key personnel for nine consumer product manufacturing and distribution sites; to support the company’s strategic sales plan.
Over 15 years of experience managing and developing cost improvement projects with key Stakeholders, site Manufacturing Engineers, Mechanical Engineers, Maintenance, and facility support personnel to optimize pro-duction operations, safety, EHS, and new product development. (BioLab, Deutz, Caire)
Experience working as a Technical Manager developing new products with chemical engineers and packaging engineers to enhance and reduce the cost of retail products. I have led the activities of multiple engineering groups with diverse backgrounds.
Great experience managing the product development of products which utilize complex electrical controls, high voltage power panels, product testing, and commissioning.
Created project scope, business case, ROI for multiple capital projects to support electrotechnical assembly and CPG goods. Identified project cost, risk, success criteria, and performed equipment qualifications. (Carrier, Electrolux, Biolab, Price, Hussmann)
Created detailed projects plans using MS Project, Gant charts in excel, and updated new product development in Jira for stakeholders and project team members including critical path.
Great knowledge of ISO9001, NFPA, OSHA regulations.
User level knowledge of MRP/SAP, MS Project, Powerpoint, Visio, Mastercontrol, JIRA, Power BI and Tableau.
I appreciate your consideration, and look forward to discussing this role with you, and how I can lead your company’s growth and profitability. I can be contacted via LinkedIn via phone or E Mail.
Jim Smith
678-993-7195
jimsmith30024@gmail.com
3. This is a story about how a bunch of strangers
got together and made a game about a train
by working ~(once a month) over 4.5 years.
…it’s also a story about how I learned what it
means to be an amateur.
INTRODUCTION: OUR STORY
5. Deceptive Driving (2010)
As indie game developers you may have
been involved in a number of projects that
implode or become inactive; for many
reasons, this is a common experience within
our community.
This certainly happened to me right before
my transition from IGDA Albany to IGDA DC.
8. Backstory
After Global Game Jam 2010,
IGDA DC heard from many of its
members that they did not know
how to fully participate in a large
game jam.
To address this issue, the chapter
decided to organize a few small
game jams leading up to the
next Global Game Jam.
This was my first project with the
chapter, which lead to a short
tablet game being published on
the App Store.
10. Based on the positive reception of this first
game jam, we decided to hold a second.
What happened next was the genesis of the
project Tumbleweed Express and the founding
of The Dirigiballers, LLC.
INTRODUCTION: GENESIS
23. GOALS: EXPECTED PROJECT OUTCOMES
1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
29. YEAR 1: MAGFEST RESPONSE
“Hi & good day to you!
I’m proud to announce that you have been selected to be a
part of the new Indie Game Showcase for Magfest 11!
If there are any questions prior to the start of Magfest 11,
please don’t hesitate to email me directly. Thank you for
your time and congratulations!!!
Cheers,
Gabriel G.
Indie Game Showcase.”
(VERSION 0.3)
30. Year 2 :
Development &
LLC Formation
(2013)
MAGFest
Year 3:
Development
& Iteration
(2014)
Year 4:
IGF, Kickstarter, &
Steam Greenlight
(2015)
Year 4.5:
Steam
Release
(2016)
Year 1:
Design &
Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGDADC
IGDABalt.
Gamescape
VGU
IGDADC
Gamescape
BFIG
TMG
MAGFest
31. Year 2 :
Development &
LLC Formation
(2013)
MAGFest
Year 3:
Development
& Iteration
(2014)
Year 4:
IGF, Kickstarter, &
Steam Greenlight
(2015)
Year 4.5:
Steam
Release
(2016)
Year 1:
Design &
Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGDADC
IGDABalt.
Gamescape
VGU
IGDADC
Gamescape
BFIG
TMG
MAGFest
32. YEARS 2 – 3: 1ST OF MANY CRUNCHES
To start, the team prepared for MAGFest 11.
Team members worked constantly over the
winter holiday period to complete the first full
demo of Tumbleweed Express.
(This was the 1st of many crunches that preceded our deadlines.)
33. (VERSION 0.4)
YEAR 2 - 3: GAME JAM 13
VIDEO AVAILABLE AT: HTTPS://WWW.YOUTUBE.COM/WATCH?V=49_QUD93U20
42. 1. External deadlines are great for productivity.
2. It is never too early to start marketing.
REFLECTIONS: THINGS LEARNED
43. YEARS 2 -3: AFTER MAGFEST
1. LLC Creation & Work Agreements
2. Process MAGFEST Feedback
3. Update Game Design Document
4. Join Social Media
5. Migrate to BitButcket & Utilize Ticketing
6. Roster Changes & Hiring Developers
44. YEAR 2 - 3: MAGFEST MOST REQUESTED
Attendees of MAGFest played 196 games of Tumbleweed
Express and generated 259 unique tickets that included:
feedback, feature requests, bugs, and user experience issues.
After cataloging these issues, the top items included:
Add Radar; could be a purchasable option (14 Requests)
Boss needs indicators for where to shoot and colliders (8)
Destructible spawners (8)
Mouse sensitivity needs to be adjustable (7)
Iterate on design of battle menu; it's confusing (6)
Weapon switching is slow and cumbersome (5)
Put on Steam with achievements (4)
Drillcars are very aggressive (4)
Track switching and destination control (4)
…
(VERSION 0.4)
45. (VERSION 0.5 – 0.7)
YEAR 2 - 3: THEN AND NOW
VIDEO AVAILABLE AT: HTTPS://WWW.YOUTUBE.COM/WATCH?V=HFBR2-WYYBI
46. (VERSION 0.5X)
YEAR 2 - 3: EXPERIMENT
VIDEO AVAILABLE AT: HTTPS://WWW.YOUTUBE.COM/WATCH?V=8VMDLYWGOPA
47. 1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
GOALS: EXPECTED PROJECT OUTCOMES
48. 1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
GOALS: EXPECTED PROJECT OUTCOMES
49. Year 2 :
Development &
LLC Formation
(2013)
MAGFest
Year 3:
Development
& Iteration
(2014)
Year 4:
IGF, Kickstarter, &
Steam Greenlight
(2015)
Year 4.5:
Steam
Release
(2016)
Year 1:
Design &
Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGDADC
IGDABalt.
Gamescape
VGU
IGDADC
Gamescape
BFIG
TMG
MAGFest
50. Year 2 :
Development &
LLC Formation
(2013)
MAGFest
Year 3:
Development
& Iteration
(2014)
Year 4:
IGF, Kickstarter, &
Steam Greenlight
(2015)
Year 4.5:
Steam
Release
(2016)
Year 1:
Design &
Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGDADC
IGDABalt.
Gamescape
VGU
IGDADC
Gamescape
BFIG
TMG
MAGFest
51. (THOUGH UNSUCCESSFUL, IT WAS GOOD FOR PRODUCTIVITY TO HAVE THIS AS GOAL)
YEAR 4 – 4.5: SUBMIT TO IGF
52. (HELPED US MOVE TOWARDS RELEASE AND EXPAND THE COMMUNITY)
YEAR 4 – 4.5: SETUP STEAM GREENLIGHT
53. (ATTEMPTED TO ACQUIRE FUNDING AND INCREASE MOMENTUM)
YEAR 4 – 4.5: RUN A KICKSTARTER
58. 1. External deadlines are great for productivity.
2. It is never too early to start marketing.
REFLECTIONS: THINGS LEARNED
59. 1. External deadlines are great for productivity.
2. It is never too early to start marketing.
3. Developing a project takes more than
having the code, art, and audio.
REFLECTIONS: THINGS LEARNED
60.
61. YEAR 4 – 4.5: SCOPING BACK
Having an unsuccessful Kickstarter was still
valuable because the project’s audience
expanded and the team better understood
what fans wanted. However, it was time to
return to the game design document and
scope back (e.g., by removing experimental
features like VR and Co-Op).
62. YEAR 4 – 4.5: PRESSING ON
Thanks to the project’s expanding community
and the team’s continual updating of the
project, social media, Steam Greenlight, etc…
63.
64. 1. External deadlines are great for productivity.
2. It is never too early to start marketing.
3. Developing a project takes more than
having the code, art, and audio.
REFLECTIONS: THINGS LEARNED
65. 1. External deadlines are great for productivity.
2. It is never too early to start marketing.
3. Developing a project takes more than
having the code, art, and audio.
4. Persistence is important.
REFLECTIONS: THINGS LEARNED
70. 1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
GOALS: EXPECTED PROJECT OUTCOMES
72. CONCLUSION: WHAT I LEARNED
Am·a·tuer (noun): The English word amateur
came from a French word which in turn came
from a Latin word that meant “lover.”
In English, amateurs are so called because they
do something for the love of doing it and not
for pay. (Merriam-Webster)
73. Year 2 :
Development &
LLC Formation
(2013)
MAGFest
Year 3:
Development
& Iteration
(2014)
Year 4:
IGF, Kickstarter, &
Steam Greenlight
(2015)
Year 4.5:
Steam
Release
(2016)
Year 1:
Design &
Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGDADC
IGDABalt.
Gamescape
VGU
IGDADC
Gamescape
BFIG
TMG
MAGFest
74. Year 2 :
Development &
LLC Formation
(2013)
MAGFest
Year 3:
Development
& Iteration
(2014)
Year 4:
IGF, Kickstarter, &
Steam Greenlight
(2015)
Year 4.5:
Steam
Release
(2016)
Year 1:
Design &
Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGDADC
IGDABalt.
Gamescape
VGU
IGDADC
Gamescape
BFIG
TMG
MAGFest
75. YEAR 4.5: IGDA DC PANEL DISCUSSION
(VERSION 1.0)
Matthew Louis Mauriello
Project Manager
Jacob Clayman
Lead Designer
David To
Programmer
Thanks for Listening!
Questions?
David Weiss
Level Designer
76. Tumbleweed Express: A Tale of 54 Game Jams
Matthew Louis Mauriello
Project Manager (@mattm401)
IGDA DC Chapter Meeting
June 28th, 2016 (@IGDA_DC)