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IGDA NEWFOUNDLAND
SCI-FI ON THE ROCK
Game Developer’s Jam 2013
5:00 pm Friday, April 26th – 5:00 pm Sunday, April 28th, 2013

At Sci-fi on the Rock 7
Trinity Board Room
Holiday Inn
St. John’s, NL
SPONSORED BY:




Video Game Design Program
What Is A Game Jam?
 A game jam is an organized 48 hour event for
  rapidly prototyping game designs
What Is A Game Jam?
 For this Game Jam, an overall game theme is
  announced a fortnight prior to 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
The theme for this event is
Original Content
 Upon popular request, this game jam will
  focus on creating original assets such as art
  and audio
Benefits Of Game Jams
 Inspires individuals to innovate
 Indie game developers can develop and
  present ideas without publisher restrictions
 Exposes game developer hobbyists to an
  opportunity for collaboration
How Do I Participate?
 Join the IGDA Newfoundland Facebook
  group for details and updates on the event

 Register for the event by attending the event
  in the Facebook group
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. You may be a
    “floater” , see who wants your help during the jam.

   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, design, testing,
    programming, scripting, or audio.
How Do I Participate?


Teams
  It is suggested to form
   teams beforehand but not necessary

  Small teams of 3 – 5 people tend to work
   better and be more organized than larger
   teams because communications are more
   efficient
What Should I Bring

 A laptop (or desktop computer and display) with
    game development software
   Headphones
   Graph paper, index cards
   Pencils, markers, ruler
   Small white board with dry erase markers
   Outside snacks and beverages are usually not
    allowed in the Trinity board room due to hotel
    restrictions, you may want to bring snacks for
    breaks taken outside of the board room
Development Tools
Use whatever development tools you feel comfortable with
Links 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/
Development Tools
Use whatever development tools you feel comfortable with
Links 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/


   *You are responsible for using software licenses legally and
   appropriately for development
The Game Preproduction Process
  Preproduction can start as soon as the
   game jam theme is announced on April 12
   at 5:00 pm on the Facebook group
Suggested Steps for the
Preproduction Process
1. 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
Preproduction Process
2. Research
   Search the internet for similar games to avoid
    repetition
   Search for game play and art references
Suggested Steps for the
Preproduction Process
3. 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
Preproduction Process
4. Sketches
     Concept art
     Flowcharts
     Level designs
Suggested Steps for the
Preproduction Process
 5. Write a Game Design Document to describe
 and organize ideas and game mechanics
Suggested Steps For The
Preproduction Process
6. 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
     Have a back up version of your idea in case another
      team has the same game idea
     Consider starting over if it’s not working out
The Game Production Process
 Production of the game starts at the event
  on Friday April 26th at 5:00 pm in the Trinity
  Board Room at Sci-Fi on the Rock
 You are expected to wait until this time to
  start actual production
Suggested Steps For The
 Production Process
1. 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 back
The team can always decide to turn the game into an ongoing
    project and continue to develop the game beyond the jam
Suggested Steps For The
 Production Process
2. Play test early and often
      Play test often for usability, functionality, and
       balance
      Expect many rounds of feedback and iteration
Suggested Steps For The
Production Process
3. 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
Suggested Steps For The
Production Process
4. Plan on taking breaks to eat, sleep, and shower
     The Game Jam will be closed from approximately
      1:30am – 7:00 am
     No one is allowed to stay overnight in the game jam
      room
     Tiredness often causes diminishing returns and
      bugs
     When working in close quarters with a small, tight
      knit team, good personal hygiene is appreciated
Presentation

 Games will be presented to the Sci-Fi on the
  Rock conference attendees on Sunday April 28th
  from 5:00pm – 6:00 pm in the Larson Room
 Invite your friends and family to the presentation
 Janice Hertel and Keith Makse will introduce the
  game jam, show some images from the event,
  and briefly explain the process to the audience
 Teams will then have a chance to present a brief
  live demo of their game
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 or using
    assets according to their legal use agreements
   Documenting and 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.pdf
If you have trouble with this link by
clicking on it, please type it in to
your browser.
http://www.scifiontherock.com/
 Each game jammer will need to purchase a
  weekend conference pass for $40.00
 Enjoy the conference too! It starts at 2:00pm
  on Friday April 26th
 Please check on the Sci-Fi on the Rock 7
  website for info
Thanks!

We look forward to an awesome event!
Contact: Join the Facebook group
IGDA Newfoundland

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IGDA NL Sci-Fi on the Rock Game Developer's Jam 2013

  • 1. IGDA NEWFOUNDLAND SCI-FI ON THE ROCK Game Developer’s Jam 2013 5:00 pm Friday, April 26th – 5:00 pm Sunday, April 28th, 2013 At Sci-fi on the Rock 7 Trinity Board Room Holiday Inn St. John’s, NL
  • 2. SPONSORED BY: Video Game Design Program
  • 3. What Is A Game Jam?  A game jam is an organized 48 hour event for rapidly prototyping game designs
  • 4. What Is A Game Jam?  For this Game Jam, an overall game theme is announced a fortnight prior to 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
  • 5. The theme for this event is
  • 6. Original Content  Upon popular request, this game jam will focus on creating original assets such as art and audio
  • 7. Benefits Of Game Jams  Inspires individuals to innovate  Indie game developers can develop and present ideas without publisher restrictions  Exposes game developer hobbyists to an opportunity for collaboration
  • 8. How Do I Participate?  Join the IGDA Newfoundland Facebook group for details and updates on the event  Register for the event by attending the event in the Facebook group
  • 9. 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. You may be a “floater” , see who wants your help during the jam.  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, design, testing, programming, scripting, or audio.
  • 10. How Do I Participate? Teams  It is suggested to form teams beforehand but not necessary  Small teams of 3 – 5 people tend to work better and be more organized than larger teams because communications are more efficient
  • 11. What Should I Bring  A laptop (or desktop computer and display) with game development software  Headphones  Graph paper, index cards  Pencils, markers, ruler  Small white board with dry erase markers  Outside snacks and beverages are usually not allowed in the Trinity board room due to hotel restrictions, you may want to bring snacks for breaks taken outside of the board room
  • 12. Development Tools Use whatever development tools you feel comfortable with Links 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/
  • 13. Development Tools Use whatever development tools you feel comfortable with Links 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/ *You are responsible for using software licenses legally and appropriately for development
  • 14. The Game Preproduction Process  Preproduction can start as soon as the game jam theme is announced on April 12 at 5:00 pm on the Facebook group
  • 15. Suggested Steps for the Preproduction Process 1. Brainstorming  Collaborate with your team  Make a list of possible ideas  Consider scrapping the first 3 ideas and the obvious ideas
  • 16. Suggested Steps for the Preproduction Process 2. Research  Search the internet for similar games to avoid repetition  Search for game play and art references
  • 17. Suggested Steps for the Preproduction Process 3. 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
  • 18. Suggested Steps for the Preproduction Process 4. Sketches  Concept art  Flowcharts  Level designs
  • 19. Suggested Steps for the Preproduction Process 5. Write a Game Design Document to describe and organize ideas and game mechanics
  • 20. Suggested Steps For The Preproduction Process 6. 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  Have a back up version of your idea in case another team has the same game idea  Consider starting over if it’s not working out
  • 21. The Game Production Process  Production of the game starts at the event on Friday April 26th at 5:00 pm in the Trinity Board Room at Sci-Fi on the Rock  You are expected to wait until this time to start actual production
  • 22. Suggested Steps For The Production Process 1. 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 back The team can always decide to turn the game into an ongoing project and continue to develop the game beyond the jam
  • 23. Suggested Steps For The Production Process 2. Play test early and often  Play test often for usability, functionality, and balance  Expect many rounds of feedback and iteration
  • 24. Suggested Steps For The Production Process 3. 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
  • 25. Suggested Steps For The Production Process 4. Plan on taking breaks to eat, sleep, and shower  The Game Jam will be closed from approximately 1:30am – 7:00 am  No one is allowed to stay overnight in the game jam room  Tiredness often causes diminishing returns and bugs  When working in close quarters with a small, tight knit team, good personal hygiene is appreciated
  • 26. Presentation  Games will be presented to the Sci-Fi on the Rock conference attendees on Sunday April 28th from 5:00pm – 6:00 pm in the Larson Room  Invite your friends and family to the presentation  Janice Hertel and Keith Makse will introduce the game jam, show some images from the event, and briefly explain the process to the audience  Teams will then have a chance to present a brief live demo of their game
  • 27. 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 or using assets according to their legal use agreements  Documenting and including all team mates in the credits
  • 28. 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.pdf If you have trouble with this link by clicking on it, please type it in to your browser.
  • 29. http://www.scifiontherock.com/  Each game jammer will need to purchase a weekend conference pass for $40.00  Enjoy the conference too! It starts at 2:00pm on Friday April 26th  Please check on the Sci-Fi on the Rock 7 website for info
  • 30. Thanks! We look forward to an awesome event! Contact: Join the Facebook group IGDA Newfoundland