Book Image

The Game Jam Survival Guide

By : Christer Kaitila
Book Image

The Game Jam Survival Guide

By: Christer Kaitila

Overview of this book

<p>Game jams are fun. They are a creative, exciting, social experience. The goal of a game jam is to design a video game, either alone or in teams, as fast as is humanly possible; usually in a single weekend. <br /><br /><em>The Game Jam Survival Guide</em>, written to help you have more fun and achieve greater results at your next game jam by building a successful game without burning out, leads readers through each 12-hour phase of a 48-hour weekend game jam.</p> <p>Weekend warriors: dominate your next game jam! If you follow the system shared in this book, you will be able to build an amazing game that you're proud of and will entertain players, all in just one crazy 48-hour game jam weekend … and survive to tell the tale! <br /><br />Embrace the best practices and techniques of past game jam winners and avoid common pitfalls along the way to the finish line. You too can survive a 48-hour game development marathon with your mind intact and an amazing game to show off to friends and family!<br /><br />With <em>The Game Jam Survival Guide</em> you will learn the secret techniques that master game jammers use to create winning entries. It starts by showing you great ways to brainstorm and design a game based on a theme. It then moves on to highlight the best tools and techniques to finish a game in a weekend of coding. Anecdotes and advice from past winners and losers combined with humorous words of encouragement are sure to help you on your way. The author presents a list of game jams around the world, online communities worth checking out, fantastic game engines, and art resources. Finally, learn how to monetize your game by gaining sponsorship from big gaming websites. It's the fun way to make your own video game in one weekend!</p>
Table of Contents (18 chapters)
The Game Jam Survival Guide
Credits
About the Author
About the Contributors
About the Reviewer
www.PacktPub.com
Preface
Index

"Captain's log"—diary of a winning entry


"We had all these grandiose plans. We initially had a twenty page design document, filled with sketches. We thought this would save us some time. Instead of finishing the game as designed, the only way we were able to pull anything off within the time limit at all was to throw out 90% of what we'd planned and focus on the one mechanic that we'd gotten to work. All that work we did in the middle of the project was buggy and broken and we didn't have time to fix it."

"Instead of giving up and simply not submitting anything, we realized that the basic 'shooter' mechanic that we'd implemented in the first couple hours of the Game Jam were enough to feel 'fun' all on their own. We pared down the game to its most basic essence."

"We threw virtually everything out: all the boss battles, all the puzzle elements, and what we had left was a simple, fun area shooter. Nothing more. The amazing thing is that in so doing, we had extra time on our hands to polish...