In the project proposal, I set
out to participate in at least 7 game
jam competitions either solo or as a team between the dates of August 25th
2013 to May 23rd 2014.
Setting out to enter in 7 game jams meant at least 7 accompanying postmortem analysis were required for the project.
The proposal was underestimated as I managed to participate in a total of 12 Game Jams, averaging slightly over 1 Jam event every month. 8 prototypes were successfully
submitted online to the open public, 4
prototypes were unsuccessful and un-submitted online. A total of 11 out of 12 Jam postmortems’ were
created. 1 jam entry won 1st place in an international competition
overall. 4 Game Jam entries received
online reviews/features or ‘let’s-play’ gameplay footage. 2 Ludum Dare entries out of a possible 3 were ranked highly in their desired categories. Without this
project, I would be no way near the designer that I have become – it has been
the most enriching learning experiences I have ever encountered, I loved every
minute of it.
Furthermore, the project has triggered many seized
opportunities to further establish AAA industry relationships through
networking at both Jam events and through online competitions. Some of these contacts are member of staff
associated at Skybound Studios, Guerrilla
Games, Lionhead Studios, Criterion Games/EA, Frontier Studios, Microsoft, Sony
Cambridge and Jagex all of which were met and established through the participating
of game Jams. As well as gathering AAA networks, it has allowed me to build up
countless connections of indie developers through twitter - in addition to
having contact with known indie personalities such as; Juicy Beast (Burrito Bison), Jason Rohrer (Passage), Christer Kaitila (Author of The Game Jam Survival Guide), Terry
Cavanagh (Super Hexagon), Dead Toast
(Newgrounds), Adam and Tom Vian
(Detective Grimoire), Barry Meade (The
Room) and Alistair Aitcheson (Greedy
Bankers) as well as many more who were met along the way!
The project forced me to push myself above and beyond my
comfort zone by being interviewed on live BBC radio, and overcoming fear by showcasing
a game in front of an audience of 200
hundred developers. It allowed me countless opportunities to overcome failure
going far out of my comfort zone by means of a learning process. I have learnt
to self-analyse and be critical towards my work in order to grow as a designer.
The vast research into an array of different Game Jam
competitions from this project has enabled me to produce a document that has
the potential to be useful for others. Upon the completion of this project, I
will be e-mailing the document personally to students on the course as it lists
all the jams I have attended and will give them an idea of the Jams they would
be best suited to participate in. I hope that some of the success of this
project is projected down to 1st and 2nd year students
inspiring them to participate in more Jams to benefit their career.
The highlight of my time at University was winning The
Walking Dead Game Jam. It proved to myself that I can create something that is
liked by others and for the first time win an international competition. If I
could do one thing differently, I would have participated in one or two less
Game Jams towards the end, and concentrated on iterating older ones – as my
creativity appeared to deteriorate towards the end of the project. Some Jams I learnt
a lot more from than others – this is represented clearly in the nature and
detail across postmortems. Nonetheless, I am still glad I attempted the ones
that were not so successful in learning lots from. After every Jam that I
attended for this project, I have been able to take something new to the next
one.
One of the best things about this project is I have a vast
collection of game prototype to choose from to develop further in order to kick
start the beginnings of my Independent Games career. My personal favourite
prototypes from the project are Remember the Fallen, then Channel, then I Wish
I Could Fly. I plan to continue the development of these upon graduation for a
potential independent release.
“If I could, I would do it all over again.”
Jams Attended
Ludum Dare #27 - [24th – 25th August, 2013]
Indie Speed Run 2013 – [13th – 14th
September, 2013]
The Walking Dead Game Jam – [26th September – 10th
October, 2013]
Charity Game Jam – [23rd – 30th November,
2013]
Game Hack – [16th – 17th November, 2013]
Ludum Dare #28 - [13th -16th December, 2013]
Global Games Jam 2014 – [24th – 26th January,
2014]
Mini Ludum Dare #49 – [21st – 24th February,
2014]
Cyberpunk Game Jam [1st - 10th March, 2014]
Stencyl Game Jam – [14th -
28th March, 2014]
Norwich Game Jam – [7th - 11th April, 2014]
Ludum Dare #29 – [26th - 28th April, 2014]
Encouraging Others
I was very vocal about this project in encouraging others to
participate as well as offering many opportunities for collaboration. To
newcomers, finding Game Jams can be difficult so it was my goal to discover
these Jams personally and then share these with students on the course whilst
entering in them – hopefully this encouraged some to attend. Many of the Game
Jams I participated in I made sure to promote on the UCS Game Design page,
usually directed at 1st and 2nd year students in
particular. Evidence of this throughout the year is shown below.
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