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 toMay 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 Jampostmortems’ were
created. 1 jamentry 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.
The jam schedule has been updated
accordingly since participation in this particular jam Jam
This was my 5th time competed
in Ludum Dare and was unfortunately an unsuccessful jam which was a little demoralising
until I wrote this postmortem that seems to be a good learning curve. The theme
for this Ludum Dare was "Beneath the
Surface”, an interesting theme with a lot of potential for some neat ideas
– but I just was not feeling it at all, I was un-inspired with little creative
thought to grasp.
The Game
I attempted to prototype 2 different ideas for the
theme during the first 24 hours of the jam – by the end of the 1st
day I had given up on both and spent the rest of jam drawing. Regrettably, I
did not submit an entry to the site.
Attempt 1 Similar
to Mini Ludum Dare #49 I spent my time prototyping out platformer game
mechanics by tweaking old code. All of the visuals were hand drawn, scanned
into the computer, cropped and placed accordingly.
In the process of doing this I simply wasn’t feeling like I was getting
anything interesting out of this prototype. I decided to scrap the idea and
start over on the basis that this felt too familiar territory in terms of a
Game Jam game. I struggled very much to create something new and interesting
whilst at the same time being within my technical capabilities. The challenge
of making sure to avoid overscoping a prototype for a Jam ultimately led me to not
starting anything at the fear of overscoping.
Attempt 2
Attempt two was initially envisioned to be ‘Guess Who’ combined with rapid twitch
mechanics. Players simply select a button that randomly generates them a
character and shaving foam coordinates. Then, players must quickly remove all
the foam by dragging a razor over the characters face to simulate the act of
shaving. I came to the realisation that this was quite similar a prototype that
I had made in the past entitled ‘Just A Trim’. It was the realisation of this
that led me to the decision of giving up on the Jam. I spent the rest of the
weekend chewing over what had gone wrong whilst drawing sketching a lot of
artwork on the side.
What Went Well?
Artwork
Fortunately the way I procrastinate is by drawing, meaning I
am still being relatively productive when distracted. I took the opportunity to
devote the remaining time over the jam to develop my illustrative skills. I
guess you could call it an ‘Art Jam’.
None of this artwork had any relevance to
anything in particular; no references or research was taken – these were simply
for fun.
What Went Wrong?
Dealing with the Game Jam
“theme”
I definitely struggled to come up
with something interesting enough to peak my interest for the entire weekend –
which meant getting side tracked with other ideas. Taking the theme too
literally in the back of my head and getting side-tracked was a challenge which
I was shamefully unable to overcome. Usually, finding something to explore come
almost effortlessly - often triggered by newly discovered external passions
such as: music; art or film.
After participating in the game,
it became clear that I needed to undertake some additional research in order to
develop my approach in early stages of the jam. I spent some time searching for
suggestions that jammers can utilise in order to help come up with a greater
game concept, these are as follows:
-Take a walk
-Listen to music
-Mull over ideas away from the computer
-Come back home and sketch your idea
-Visualise the game being played before touching
the keyboard
-Talk about the theme over dinner with a friend
-Sleep on it and start in the morning
What the Experts Say – Chevy
Ray Johnston
“Make a really simple game, and spend all your time polishing it like
crazy! Really polished games are impressive, addictive and always popular.
Visual polish of some sort always seems to give games a boost-up in votes in
compos, and makes them more likely to be clicked on by judges.” (Johnston,
2012) - I agree strongly with this.
Polish plays an important part of my approach towards jam participation;
moreover this often separates the professional jammers to the amateurs. It is
always admiring to see jam veterans in Ludum Dare achieving technical,
innovative and artistic polish feats in only 48 hours – something which can be inspiring
to see as a fairly new jammer. While polish can sometimes play a key role in
winning jams, unless the sole purpose is to win the jam it is important to not
sacrifice a fun or engaging and interesting game just to make it look pretty.
This is something I have been guilty of in a lot of my past entries which could
be the contributing factor as to why I am yet to win a Ludum Dare competition –
along with other missing elements.
Motivational Techniques
From some research I have made by
consulting the Game Jam Survival Guide I learnt that getting over such things
can be resolved by, “busting through the
wall, showing off your progress and seeking support: have a chat”. None of
these I considered attempting before it was too late. “It is a common feeling to by the end of the first day to be
overwhelmed at one’s lack of progress.” (Kaitila, 2012) This was the
precise moment of the jam I decided to quit. Staying positive as the hours roll
by can be challenging, particularly when working solo in an empty room.
Brainstorming Tips
I have done some additional
research towards brainstorming techniques to aid the creative process, some of
these I can imagine becoming very useful in a Jam situation. I hope to take
these forward with me to the next Jam and put these to practice – the next Jam
being Brains Eden in July.
The
Write Answer
Write
or Type
Sketch
your Body
Play
with Toys
Change
Your Perspective
Immerse
Yourself
Crack
Jokes
Spare
No Expense
The
Writing on the Wall
The
Space Remembers
Write
Everything
Number
Your Lists
Mix and
Match Categories
Talk to
Yourself
Find a
Partner
Getting Over “The Wall”
During this jam I had already
given up 3 or 4 times before I officially gave up – the wall got the better of
me. “I learnt that not giving up is the
key to success… If you plough past your self-doubt and smash through that wall
of uncertainty you will find that at the end of the tunnel is light.” (Kaitila,
2012)
Conclusion
I regret most all not submitting
anything for this Ludum Dare as this has put a halt my Ludum Dare streak. One
of my favourite things about Ludum Dare is looking back at all of my older
entries to see the improvements that I have made across every 3 months,
unfortunately there will be a 6 month gap between my Ludum Dare #28 entry and
the next Ludum Dare #30 in July. Again, I consulted The Game Jam Survival Guide; in Chapter 5, page [54] there is a
section that explains these exact feelings towards a jam.
Christer Kaitila states “Don’t let your pride stop you from
submitting whatever you were able to accomplish. After spending an entire
weekend working on you game, you are sure to be your harshest critic.”
(Kaitila, 2012)
However, some good things have
come out of this jam. I was able to produce a collection of expressive biro
drawings – hopefully will one day stem as a character for a game! This was the
last Jam of the project, by which point I was ultimately out jammed, looking
back I wish I had spent the time iterating on some older prototypes. It was a
shame that I could not go out with one cool more idea but nonetheless I feel
accomplished in the feat I have achieved since the start of the project.
Bibliography
Kaitila, C (2012). The Game Jam Survival Guide.
Canada: Packt Publishing. pg 10 - 73.
Kaitila, C. (2012). How to Get the Most Out of a
Game Jam. Available:
http://gamedev.tutsplus.com/articles/business-articles/how-to-get-the-most-out-of-a-game-jam/.
Last accessed October, 2013
Schell, J (2008). The Art of Games Design. FL: CRC Press. 4 -
450.
The jam schedule has been updated accordingly since participation in this
particular jam.
The Jam
The Norwich Inide Game community organised an Game Jam
Event that lastest from the 7th – the 11th of April. I started the jam late
on the Wednesday night and submitted my entry on Friday at noon. I mainly worked
solo for this project but with the help of Joe Kinglake some of the interaction
and movement code.
The Game
The theme for the jam
was 'Norwich and Norfolk', we created a minimalist piece that simply stands as
a proof of concept entitled 'The
World Is A Beautiful Place'. I wanted to revisit some old ideas I had
kicking around from the previous jam (Stencil Jam) and explore some new ones
from some of my recent discoveries. My focus with this jam, as with most was
purely towards aesthetics, creating an imaginary little world and attempting to
bring everything to life with lots of animation tricks - hopefully some sense
of tranquillity was achieved. You can play
the game here.
Player’s goal of the
game is to simply appease to what the lady in the house requires. Players must
search for the key ingredient that will solve the puzzle in the game – thus
pealing back the post-it note. My initial vision for this prototype was to
create lots of little strips of gameplay that players could peel away once
solved to reveal a fresh new one. Each section of gameplay was intended to be fairly
minimalist with a couple of minutes of gameplay to solve – making for fairly
rapid pacing across new scenes. In the end, I only managed to create one strip
of gameplay; the winning animation that reveals the credits screen illustrates
this however.
Looking
Back to Stencyl Jam
As a follow up from the unsuccessful attempt
in Stencyl Jam, the research I had made towards minimalism in games was fresh
at hand. The World Is A Beautiful Place was an attempt at pulling the research
I had established from the previous Jam into a cohesive minimalist prototype.
What Went Well?
Creatively Inspired
I was immensely
creatively inspired for the Norwich Game Jam, meaning I had a good work ethic
going into the event. I get heavily inspired and excited by a lot of different
things, particularly creative people of any industry that hold such a recognisably
unique style to their name, something which takes years of growth and
persistence to establish.
When I get inspired by
new things I often get very creative. As a designer it is important to me that
players are one day familiar with the style or particular qualities in the
games I create. I take certain componentsfrom other creative and the outside world and merge them together to
attempt to build a uniquely cohesive and hopefully memorable experience.
Texture
To enhance the paper post-it note aesthetic, I simply added a crumpled up
piece of paper texture over the entire game space and turned the opacity filter
of down. This worked very well in creating a unique blend of textured vector
style artwork, giving an extra touch that I was particularly happy with.
Coastline Influences
I wanted to explore some elements of water and
reflection in games; this was tricky as the theme for the Jam was Norfolk and Norwich
I had to undertake additional research in order to stay somewhat relevant to
the theme and work this it in somehow. I spent some going over imagery of Norfolk
coastlines as a basis to get thinking. It proved challenging to get excited
about the theme so I changed the direction of my research towards other
components that were more creatively stimulating.
Dynamic Text
One aesthetical feature I implemented was to make
the name of the game a little dynamic and interactive – this allowed me to develop
some additional programming skills too. It was key the name of the game was to
be shown to players but I wanted to do something a little different as appose
to simply fading out the text. I used ‘Vani’ capitalised font type for text as
the clean cut and easy to read appearance complimented the game well.
n Flash, each letter has a unique movieclip and instance name. Within
those movieclip is a 35 frame animation. Lettering falls towards varied
coordinates whilst fading out to zero opacity. In code I simply put an if
statement in the game loop that detects if the player hit tests with a letter
movieclip, to then play the animation. Alongside adding polish to the game,
this also allows players to clear away the name of the prototype away, which
adds a little something to the feel.
Palette and Style
A big influence for this entry is taken from
the dark hand drawn illustrations by Don Kenn. Most of all, I have great
admiration for his minimalist/simple approach to composition and balance in his
work. I aspire to the way he that he fills the page up close, cutting out certain
parts of the scene to make for the more visual pleasing piece.
The use of negative space with leading lines
in his some of his illustrations is very strong as it directs the viewer’s eyes
and attention along the page – it is admiring the amount of control he has over
the viewer’s focal point. This was something that I wanted to attempt to
develop in this jam by some use of vibrant red colour as well as lining up
posts along the pier to lead player’s eye contact up the bank – hopefully some
control in the player’s focal point was achieved.
In
addition to having many style, compositional and theme influences I also took
out Kenn’s yellow and black colour palette. A
element I especially liked about this was a limited palette allowing for the artwork to be kept
simple. Keeping things simple is one the first things discussed in The Game Jam
Survival Guide, “First KISS”… “Follow
this K.I.S.S. rule: Keep It Simple, Stupid!” (Kaitila, 2012)
“More important than any design document,
more important than your programming skills or the fantastic game engine you
have is management of your expectations. The masterwork you may wish you could
make in a weekend is probably not the game that you will make in reality. One
important tactic for Game Jam success is to tone down your plans. Lower your
expectations. Follow the K.I.S.S. Rule – keep it simple, stupid!” (Kaitila, 2012)
The KISS rule, as it is,
is overly general. What you really need are some concrete and specific
examples.
Modified Survival Guide list of specifics to
keep things simple:
Simplistic graphics that are quickly produced
(less is more)
Limit your colour palette to as few shades as
possible
Simple controls (as few as possible: four or
less buttons)
Minimal game mechanics (one or two rules)
DO one thing well, not twenty things poorly
Make the executable “just work” without
complex installation
Avoid long intros, cinematic effects or setup
screens
Don’t craft perfect OOP code for future use:
quick n dirty is fine
Aim for less than you think you can accomplish
Plan to finish early (everything takes longer
than expected)
Low tech is better, high tech (cutting edge)
is problematic
2D games take a quarter of the time to code
than an equivalent 3D game
2D art takes 1/20th the hours of
designing as compared to 3d art
When in doubt: no physics engine
When in doubt: Square grid (as opposed to
hexagons)
If you have only 12
hours of the Jam left before the deadline and you have failed to keep it simple
and you are in a position where you might not finish, then don’t panic – there
are still things you can do to resolve the situation. 12 hours is the perfect
time to change direction “…For example,
throw out half your game design. Make a joke game that is impossible to win.”
(Kaitila, 2012)
Kaitila’s list of ways to finish when all seems
lost:
Buggy? Find something fun about it and call it
a feature!
Only one level? Call it a “battle arena!”
Broken weapons? Make the game an “avoider”
with no guns!
Sound broken? Your main character is deaf – or
in space!
Not fun yet? Make it a “joke game” meant to
annoy players!
Ugly art? Call it retro, hipster or ironic!
Poor framerate? Make it a turn based strategy!
No story or characters? This is an arcade
title!
No gameplay or all story? This is a visual
novel!
No “game over” or way to die? Can you survive
for 60 seconds?
Code won’t compile? Comment out parts until it
does!
Too tired to finish? Call it done right now
and submit!
It works but it sucks? Take pride in the fact
that you finished!
Animation
With the aid of the
Onion Skin tool in Flash, I was able to drawn smooth frames of animation
quickly – making use of this can be essential in Jams. The fish animations and
timings turned out well as I was a little short on time.
Movement
Controls
I have never created a game that features mouse
click to move the character controls - this often reminds me of the way
strategy games feel. However, the influence towards the specifics of a mouse
click movement control scheme takes heavy influence from the game ‘Don’t
Starve’. This is one thing that we liked that Don’t Starve does particularly
good at. It allows players to navigate characters around the screen
effortlessly. They achieve this with simple mouse clicks, removing any need to
additional button input from the player.
Symmetry
One of my more recent
discoveries are of the films by Wes Anderson. Almost instantly I was in awe of
his vibrant colour palettes and meticulous style that is so clearly definable
in his filmmaking. "Anderson is famous for symmetry, wide angle lenses
and the colour yellow. His quirky films such as Fantastic Mr. Fox, The
Darjeeling Limited and recently Moonrise Kingdom have earned him the title of "The
Next Scorcese" (Scorcese,
2013) to me, Anderson creates almost picturesque scenes that are wonderfully
memorable to his audience. As designers there is a lot we can learn from the
film industry in making our games iconic and memorable for players - by
analysing some of the 'greats' in the film biz we can begin to
understand how this can be achieved.
If you striving to make your game as unique as possible, it is vital you take
influence from mediums other than just simply video games. Sure, games are
useful to analyse and it is important to be aware for trends, but if you want
to make something that players have never seen before then it can be beneficial
to bring in a range of artistic components from both games and the real world.
One
thing I wanted to do was take an aspect of Andersons' unique style and attempt
to explore it further within games - that thing is symmetry. We can use
symmetry to make our scene appear very neat and balanced. Observing the way
Anderson utilises symmetry seems almost like strive for perfectionism, the
consistency in his quality style omits creative meticulousness and obsessiveness
– traits to truly admire.
Symmetry was something that I wanted to explore during this event. I was not
too worried about these influences being drastically related to the theme, at
this stage I was simply trying to collect up many cool components that I could
then bring together. I liked the idea of a landscape perfectly reflected in
water. This gave me the freedom to create a freeform landscape in whatever
shape I wanted allowing for symmetry once flipped horizontally.
Musical Influences
Another creative
component I decided to take from was the music and lyrical themes by the
post-rock/emotional focused band "The
World Is A Beautiful Place And I Am No Longer Afraid To Die". I had
tickets and plans to see these guys live in Norwich on the Wednesday evening
that I decided to devote my full participation into the jam instead.
My initial thought
process was to create something that would hopefully be worth missing the gig
for, and so I named my entry 'The World Is A Beautiful Place' as a little
homage to missing the show. Often my games I try to create are heavily
influenced or inspired by the music I listen to in some way - particularly my
individual projects.
I like to take lyrical components that stand out to me and create my own little
interactive world of how I imagine/visualise these lyrics to be. I pick out the
lyrics - "So there's this party, down at the pier and we can go there
if you want". I take the noun 'pier' as my place, my setting
and framing for my environment. I pick out the 1st person pronoun 'we'
and 2nd person pronoun 'you' and imagine a love interested between a man
and woman which I use as the overall focal point and basis for theming. It is important to note that I do not like to use this music for the
sounds in my games. I often use classical piano in order to enhance the mood
and tone of the game to bring the overall aesthetic to life. I simply use the
music I listen to as a tool to get creatively inspired.
What Went Wrong?
Sensory Significance
One thing I wanted to
explore with this entry was applying significance towards traditional sensory
components, such as smell, touch, taste, hearing and sight. As designers we can
immerse players deeply into our world by giving them sensory information to
obtain about their environment. It is the one thing I really want to begin to
understand fully in order to attempt to immerse players with world they find
themselves in.
Unfortunately, this
particular entry is a fairly poor attempt in outlining the fundamentals of
merged multiple sensory components in a prototype. The more sensory components
you have working correctly in unisons with one another the better. There is one
example of sense of smell that I attempt to explore during this game jam. A
technique I utilize to my advantage in attempt to apply significance to sensory
objects is by giving them vibrancy through complementary/contrasted colour.
"Bright primary colours attract the eye, especially when they're
contrasted with a complimentary hue."
"One
good way we can create colour contrast is by including bright splash of colour
against monochromatic background. Scenes consisting almost entirely of a single
hue can be very effective. And those with a limited palette of harmonious
shades, such as softly lit landscapes, often make great pictures. The key is to
be really selective about how you isolate and frame you subjects to exclude
unwanted colours." The only way I have practiced approaching
implementing this idea is by simply having a basket of apples and when players
interact with them the characters thought bubble appears exclaiming [those apples
smell great].
Gameplay
My focus was on creating
a nice place for people to visit, rather than a fun focused gameplay
experience. In terms of gameplay, there are a bunch of hidden objects that once
clicked rewards players with details of the characters internal monologue. The game does have a
goal but features no conflict. The only smidgen of conflict that players face
is their internal process of figuring out the system, the game does throw
anything at them that will directly kill them or tell them it is game over - so
as it stands the prototype is closer to an interactive art piece than a game.
With some iteration though, it would not take much to build this prototype into
something that is more definable as a game.
Once again, looking at Nicole Lazzaro’s ‘The
4 Keys 2 Fun’, I can only pick out one
element of fun. Currently the game only has some elements of Easy Fun. “Easy fun inspires exploration and role
play.” – Lazzaro. Players experience some emotions of curiosity wonder and
awe, but much iteration in the way of making this prototype fun would need a
lot of care an attention towards.
Conclusion/What I
Learnt?
Attending the festival
on the Friday for submitting my entry I managed to catch a lecture from one of
the creators of Surgeon Simulator,
Imre Jele. He briefly discussed the logistics of his indie studio and how they
go about selecting a project to develop further. What they do is they create
many Jam prototypes over the course of a couple of months and then at the end
of those months they select one or two that they really like to then develop
for a further couple of month. Their studio revolves heavily on Jamming.
Nearing the end of the
submission process of the Jam, teams were called up one at a time to do a 10
minute talk about their Jam Game, I was called up first. Although terrifying in
the presence of a room full of unfamiliar industry folk I managed to clearly
discuss the nature of the game, how is it made, what I like about it, potential
for future developments, the link to theme, vision, the tool set and a little
about myself. There was also room for questions where a number of developers
seems to really like the concept and complimented the game to me personally
after the event – all in all, making for a highly motivating and rewarding
could of days out travelling to Norwich.
The World Is A Beautiful
Place has potential to function well on touch screen mobile devices.
Particularly once featured with swiping away pages of post-it notes to reveal
new gameplay – I can see this working, and I quite like the idea of randomly
generating those pages so players never know what they will get, making it
different each time!
Tools
The World Is A
Beautiful Place was created using the following tools, I was able to develop
new skills in these areas.
Gabriel Lievano. (2009). Less is More. Minimalism
in Games (Part I). Available:
http://www.gamasutra.com/blogs/GabrielLievano/20090813/2659/Less_is_More_Minimalism_in_Games_Part_I.php.
Last accessed 2014
jmeyer. (2012). 10
rules of photo composition (and why they work). Available:
http://www.digitalcameraworld.com/2012/04/12/10-rules-of-photo-composition-and-why-they-work/.
Last accessed 2014.
Kaitila, C
(2012). The Game Jam Survival Guide. Canada: Packt Publishing. pg 10 -
73.
Kaitila, C.
(2012). How to Get the Most Out of a Game Jam. Available:
http://gamedev.tutsplus.com/articles/business-articles/how-to-get-the-most-out-of-a-game-jam/.
Last accessed October, 2013
Kushins, J.
(2014). 12 Hypnotic Animation Tricks Used By Disney's Legendary Artists.
Available:
http://gizmodo.com/12-hypnotic-animation-tricks-used-by-disneys-legendary-1570953121.
Last accessed 2014.
NA. (2014). #1UpNorwich Game Jam. Available:
http://norwichgamingfestival.wordpress.com/create/game-jam/. Last accessed
2014.
Schell, J (2008).
The Art of Games Design. FL: CRC Press. 4 - 450.