A game jam is an event where participants try to make a video game from scratch. [1] Depending on the format, participants might work independently, or in teams. The event duration usually ranges from 24 to 72 hours. Participants are generally programmers, game designers, artists, writers, and others in game development-related fields. [2] While many game jams are run purely as a game-making exercise, some game jams are contests that offer prizes. Some submissions were eventually released as fully-developed games.
Traditionally, game jams focus on video games; [3] however, board games have also been the subject of game jams. [4]
The term game jam is a composition of the words game and jam session. A jam session describes the musical act of producing music with little to no prior preparation in an effort to develop new material or simply to practice. In the same way, game jams are events in which game developers prototype experimental ideas into playable games. [5]
Prior to game jams, there were rapid creation challenge events such as the Interactive Fiction Competition starting in 1995 and a writing challenge NaNoWriMo from 1999. [6]
The earliest known game jam is SpeedHack, which began in 1999 and ran until 2015. [7] SizeHack 2000 [8] is another early jam.[ non-primary sources needed ]
In March 2002, [1] video game developers Chris Hecker and Sean Barrett, interested in the capability of modern hardware in rendering a large number of sprites, worked with Doug Church, Jonathan Blow, and Casey Muratori in developing a specialized game engine capable of rendering a massive number of sprites. Hecker and Barrett invited a small group of video game developers to meet in Hecker's office in Oakland, California for the purpose of creating innovative video games using this newly built engine. Hecker and Barrett named this gathering the 0th Indie Game Jam, a game design and programming event "designed to encourage experimentation and innovation in the game industry". [9] [10] This is the first documented use of the game jam name. [6] Ludum Dare (since April 2002), and LT Game Jam (since August 2002) are other game jams that originate in this period. These 2002 game jams focused on the technology and the programmer. Many participants joined by themselves, and the Indie Game Jam and LT Game Jam required that the programmer use a custom game engine. Ludum Dare initially described itself a "competition" and now offers jams and competitions as distinguished events. [6]
The Nordic Game Jam was first held in January 2006 and introduced the model with group forming and theme introduction prior to the jamming period. This would later be adopted and popularized by the Global Game Jam (since 2009), orienting game jams towards team collaboration. Game jams also became distributed or organized for a cause, examples being the Health Games Challenge (2010) and the Fukushima Game Jam (2012), respectively. Beginning with the Train Jam (2013), game jams joined the experience economy. [6] At least 1290 game jams were held on itch.io by 2013. [6]
Some game jams are local events, taking place in universities, conference halls, or other private spaces. [11] The Global Game Jam takes place at the end of January of every year, with over 800 locations in 100+ countries around the world. [12] The Ludum Dare is an example of a virtual game jam, an event where participants largely remain at home, but present their efforts at the conclusion of the jam. [10]
Game jams typically have restrictive time limits, ranging from a few hours to several days. This time constraint is meant to simulate the pressure of a deadline and to encourage creativity among ideas produced by game jam teams. [4] [5]
A game jam may be centered on a theme, which all games developed within the jam must adhere to. The theme is usually announced shortly before the event begins, in order to discourage participants from planning for the event beforehand and from using previously-developed material. [5] In addition, themes are meant to place restrictions on developers, which encourages creativity. [13]
Ludum Dare 24, a competitive game jam event, featured the theme of "Evolution". As stated by the Ludum Dare rules, all participants in the competition were recommended to create a game based on this theme. However, the rules also stated that participants were not required to use the theme, which allowed for games to be made outside of the theme. [14] [15]
The type of technology can vary depending on the type of game being developed, and among the different disciplines involved.
In a video game jam, teams are generally made up of at least a programmer and an artist. [5] A programmer build using game development tools. It should allow rapid prototyping to meet the time constraint. An artist may use creative tools to produce the game assets, or they might use those that come with tools such as Scratch and Kodu Game Lab. Social media such as Facebook, Twitter, and GitHub are available for participants. These are inappropriate in the educational context of young students, where moderated game sharing functionality on websites of Scratch and Kodu may be used instead. [16]
Non-digital game jams also exist. Board games and card games have also been the subject of game jams. [4] At a game jam that was part of Stanford University’s 2013 Entrepreneurship Week, a team made a game that uses physical objects. [17] Analogue game jams were tested at a few universities in the United Kingdom with positive reviews by the students and the staff alike. [18]
Game jams are held for a variety of purposes. Lai et al. (2021) present the following taxonomy and examples: [6]
In classroom, game jams promote team work, cretivity, planning, problem solving, and diversity. Educators may further mix social excersizes such as "circle flap", "social ball", and "name gesture". Together with physical prototyping, they engage team communication. [16]
Meanwhile, the participants joined game jams to learn skills, network with others, and have fun. A study found that participants improved their social skills after a game jam. The time dedication needed was often a reason for not attending a game jam for university students. [6] Long-term programs that span over several weeks does not work well with their schedules. [18]
Many games started as projects for game jams. For example, Surgeon Simulator 2013 was a submission for the 2013 Global Game Jam. From heartbeats as the event's theme, the developers conceptualized a heart transplant game with "quite challenging" physics and tools. The game quickly became popular following the release to the game jam. [19] The popularity lead to a full version release on Steam. By April 2014, the game had more than 2.3 million Let's Play videos totaling more than 200 million views on YouTube. [20] Baba Is You , which was made for the 2017 Nordic Game Jam, is another successful game with a game jam origin. [21]
Double Fine Productions, Inc. is an American first-party video game developer of Xbox Game Studios based in San Francisco, California. Founded in July 2000 by Tim Schafer shortly after his departure from LucasArts, Double Fine's first two games – Psychonauts and Brütal Legend – underperformed publishers' expectations despite critical praise. The future of the company was assured when Schafer turned to several in-house prototypes built during a two-week period known as "Amnesia Fortnight" to expand as smaller titles, all of which were licensed through publishers and met with commercial success. Schafer has since repeated these Amnesia Fortnights, using fan-voting mechanics, to help select and build smaller titles. Double Fine is also credited with driving interest in crowdfunding in video games, having been able to raise more than US$3 million for the development of Broken Age, at the time one of the largest projects funded by Kickstarter, and more than US$3 million for the development of Psychonauts 2.
The Indie Game Jam (IGJ) was an effort to rapidly prototype video game designs and inject new ideas into the game industry. Started in 2002 by a group of game designer-programmers, the event featured a shared game engine technology and worked on by other designer-programmers for a single long weekend. The games resulting from that weekend were then published, open-source, on the IGJ web page.
A hackathon is an event where people engage in rapid and collaborative engineering over a relatively short period of time such as 24 or 48 hours. They are often run using agile software development practices, such as sprint-like design wherein computer programmers and others involved in software development, including graphic designers, interface designers, product managers, project managers, domain experts, and others collaborate intensively on engineering projects, such as software engineering.
Christopher Bryan Hecker is an American video game programmer and commentator. He is the founder of the gaming company Definition Six and best known for his engineering work on Will Wright's 2008 game Spore. Hecker is an advocate for indie game development and co-founder of the Indie Game Jam. He has written a number of influential articles on programming and has been an editor for Game Developer Magazine and the Journal of Graphics Tools.
An indie video game or indie game, short for independent video game, is a video game created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through digital distribution channels rather than at retail due to a lack of publisher support. The term is analogous to independent music or independent film in those respective mediums.
The Global Game Jam (GGJ) is an annual distributed game jam. Inspired by the Nordic Game Jam, and created by Susan Gold, Ian Schreiber, Gorm Lai and Foaad Khosmood, originally developed under the International Game Developers Association Education SIG to bring together the elements of creativity, collaboration and experimentation. At each site, participants gather to develop ideas, form small groups, create new, creative, innovative games, and present them to their peers and the global community, all in a limited time span. As of 2013, GGJ is managed by Global Game Jam Incorporated. Current and past board directors include the founders Elonka Dunin, Lindsay Grace and Zuraida Buter. 2022 staff members are Executive Director Tim Cullings, Director of Operations Charly Harbord, and Senior Director of Communications Tarja Porkka-Kontturi.
Ludum Dare is a game jam competition. It was founded by Geoff Howland and was first held in April 2002. It is currently run by Mike Kasprzak, who has been part of the team since the beginning. Participants are required to create a video game that fits within a given theme in two or three days. Participants often release a time-lapse video of the development of their game.
TOJam or Toronto Game Jam is an annual game development event held at George Brown College in Toronto, Canada each spring, usually the first weekend in May. The event is named for the common abbreviation for Toronto ("T.O."), and the term for an impromptu performance ("jam"), borrowed from jazz. The name of the event is knowingly evocative of "toe jam." The first TOJam event was held in May 2006. Among the organizers/co-founders were Emilie McGinley, Jim McGinley, Rob Segal and Nelson Yu.
Simple and Fast Multimedia Library (SFML) is a cross-platform software development library designed to provide a simple application programming interface (API) to various multimedia components in computers. It is written in C++ with bindings available for Ada, C, Crystal, D, Euphoria, Go, Java, Julia, .NET, Nim, OCaml, Python, Ruby, and Rust. Experimental mobile ports were made available for Android and iOS with the release of SFML 2.2.
Vox is an independent voxel-based adventure and role-playing video game developed by Canadian studio AlwaysGeeky Games.
Nordic Game Jam is an annual game jam that takes place in Copenhagen, created in 2006 by Gorm Lai and the Danish chapter of the International Game Developers Association in collaboration with Jesper Juul and Henriette Moos. It is one of the biggest videogame-related events in Denmark and one of the largest game jams in the world, with 900 participants as of 2016. Participants are given a theme or series of restrictions at the beginning of the event and are then given around 40 hours to make a game around those. In 2009 it served as the flagship game jam and inspiration for Global Game Jam.
Broforce is a side-scrolling run-and-gun platform video game developed by Free Lives and published by Devolver Digital. The game has the player as one of several "bros", based on popular culture action movie icons, rescuing other "bros" through highly-destructible environments.
Game Jolt is a social community platform for video games, gamers and content creators. Founded by Yaprak and David DeCarmine, it is available on iOS, Android, and on the web and as a desktop app for Windows and Linux. Users share interactive content through a variety of formats including images, videos, live streams, chat rooms, and virtual events.
Inside My Radio is a rhythm platform game developed by French independent video game developer Seaven Studio and published by Iceberg Interactive. The prototype was made by TurboDindon during Ludum Dare #23, a video game development competition, where it won both the Overall and Audio prizes in the Jam category. Seaven Studio and TurboDindon have continued development in order to release Inside My Radio on Windows, Xbox One and PlayStation 4. On 10 January 2019, the game was released for the Nintendo Switch.
itch.io is a website for users to host, sell and download indie video games, indie role-playing games, game assets, comics, zines and music. Launched in March 2013 by Leaf Corcoran, the service hosts over 1,000,000 products as of November 2024.
The Republia Times is a free-to-play indie browser video game created by Lucas Pope, released in April 2012. In the game, the player takes the role of the editor of a newspaper torn between personal opposition to the government and threats to the lives of the editor's wife and children if the editor does not generate loyalty among the population.
Pretentious Game is a puzzle-platform game designed by independent Filipino studio Keybol. It is a satirical take on puzzle games in which poetic hints guide players to unite two lovers. The first chapter was written for Ludum Dare's 2012 game jam, and the series of five chapters was subsequently released for PC and mobile devices.
Mango Protocol is an independent developer and publisher of adventure games from Barcelona, Spain. They are well known for their so-called "Psychotic Adventures" with the games MechaNika and Agatha Knife.
Free Lives (Pty) Ltd is an independent South African video game developer based in Cape Town. Founded in April 2012 and led by creative director Evan Greenwood, Free Lives is best known for creating the video game Broforce and has also developed the comedy game Genital Jousting and the virtual reality game Gorn. Free Lives is primarily published through the American publisher Devolver Digital.
Octogeddon is an action-strategy video game with elements of roguelike games developed by All Yes Good. It was released for Microsoft Windows in February 2018 and Nintendo Switch in 2019. The player controls an octopus who is seeking vengeance against humanity. It fights using tentacles that can be upgraded between each stage.
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