Global Game Jam

The indie game scene births intricate ideals and quirky experimentation that cultivate faith in our rising talent in the videogaming world. Beloved independent developers such as Jonathan Blow of Braid and Kyle Gabler of World of Goo have alleviated a world of mundane aesthetics and stale mechanics in order to evoke a consideration for distinct creativity throughout the likes of aspiring videogame designers. I wonder what would happen if some of the same people all amassed in a few rooms across the globe and started churning out games in the form of a competition, within the span of 48 hours?

Luckily, I’m merely piggybacking on the brain of forward-thinking Susan Gold, founder of the Global Game Jam. ”The first Global Game Jam is an opportunity for the world to see the innovative and creative games and ideas that the interactive entertainment industry has to offer,” said Susan Gold.

The first Global Game Jam (GGJ), a worldwide event challenging game developers to create innovative games in just 48 hours, today announced that more than 1,750 developers have now signed up to participate in the inaugural event.

I’m excited about GGJ because of all of the “blind” creativity that it’s bound to “create”, there will be heavy competitors in their respectable arenas (parts of the world), and might breed a mixture of emotions: fear, anxiety, ambition, aggression, etc. Regardless of what you feel, the knowledge of over 1500 in the same competition as you is sure to bring about some of your best talents and creative motives and approaches to creating a prominent title.

GGJ will share its keynote with everyone around the world on YouTube prior to the start of the 1st Global Game Jam in New Zealand. The web will also be the place to see the action at many of the jam locations via webcam thanks to GGJ partner, ustream.tv.

“This is a great event, where video game developers are coming together from around the world to showcase their talents,” said Brad Hunstable, president of Ustream.tv. “Ustream is happy to be able to bring this great content to the world LIVE!”

“The Nordic Game Jam is proud to be a part of the Global Game Jam,” said Gorm Lai, founding member of the Nordic Game Jam. “Game jams are all about coming together to develop creative new game ideas in an environment of cooperation. It is great to see that idea elevated to a global level, and into a tool that brings us all closer together.”

The weekend (starting this Friday, January 30th, 2009, at 5:00pm and ending Sunday, February 1st, at 5:00pm) is posed to feature many different aspects, expressions, and artistic works of beauty through a medium that we all love, and I implore anyone interested in creating games or playing independent games to keep an eye out for some of the content that escapes throughout this event. It’s sure to be…jam packed. (Sorry, couldn’t resist.)

(Note: Local programmers/designers, if you notice as you click on the link, the page features the listings of where separate locations are around the world. Point is, there are sightings here in Atlanta. Go represent!)

The Jam: http://globalgamejam.org/content/jam
SCAD-Atlanta: http://blog.scad.edu/scadaggj/how-it-works/

EDIT: (Results are up from the weekend: follow here!)

Categories: Notification

Making stuff

I usually jump at opportunities to spread the word of “success” stories from industry professionals who share their road to videogame awesomeness (generally, that means a job). As you may be well aware, when thinking about entering the videogame world, professional, an answer behooves anxious dreamers as you turn circle after circle searching for guidance in the right direction.

Questions like “Where do I go to school?”, “Do I really need math?”, “What if I suck at drawing?” have all circulated our minds from one point or another during the realization of creating videogames. So I’m glad to lay out a bit of beginner-friendly advice from Fullbright’s Steve Gaynor about his personal trial that resulted in designing videogames as day job.

Informative: “Make cool sh*t, and show it off to anyone and everyone.” [Fullbright]

Categories: What They Say

Funky dealer

Maybe it’s because of the lack of time I’ve spent actually playing videogames lately (I hate programming) that I’ve incorporated a business disposition towards the process of actually selling a videogame.

In the midst of our most recent hectic holiday season, it was interesting to witness how subdued some publishers were in the wake of advertising their “holiday blockbusters”. I say “interesting” because the restraint shown during the process of advertising is often an accomplice in showering production teams with failure and lay-offs.

Understandably, fear permeates when releasing a title against a Gears of War 2 or a Fable 2. High profile games of this caliber have been held in anticipation by their stout fan bases for years. It probably doesn’t help that you’re releasing during Christmas when fans are saving their money months in advance with the intent of buying one, or two specific titles.

An uphill battle may appear in your way, shy game publisher, but it shouldn’t be with the inevitable competition as much as it is with your ability to tell the public about your game before it’s too late. In other words, your quarrel shouldn’t be with the crowded season: it’s the approach towards attacking the season.

As debatable as it is, an opportunity to shine during a period where people are more enthusiastic to purchase games plays a pivotal role in creating profit for your game. If you choose this window, you should be well aware of the competition that faces you.

You should know that your Halo’s and your Mario’s are in your game’s path to commercial success. Granted, it is not impossible to gain ground on a game if released outside of the 3rd-4th quarter window. Gamers have proven a willingness to passionately purchase games year-round if titles can supply captivating entertainment (i.e. Grand Theft Auto IV, released in April of 2008). But, for sake of argument, let’s imagine the release of a game right around turkey time. (Disclaimer: Your game can not suck. It’s imperative to avoid publicizing garbage.)

If you don’t tell anyone you’re having a Spring Break party, no one’s going to come. Aside from your roommates and your bros, no one will be in attendance. So you need to advertise. Word of mouth, some fliers, streakers with an airhorn screaming the party’s location, something…anything.

Keith Boesky recently wrote an illuminating article discussing the videogaming industry’s shortcomings when it comes to approaching the concept of promoting videogames.

As Boesky candidly states near the conclusion of his editorial, “You can’t afford not to advertise anymore.”

I saw Valkryie everywhere in the past few weeks. Excuse my ignorance, (History was never my strong point) but hearing about other parties attempting to murder Adolf Hitler intrigues me. That alone drove my interest towards the movie.

Excuse the weak comparison from movie-to-videogame, but it’s a fairly similar idea when approaching any type of media that fiends off of commercial success by way of entertainment: tell people about your product, and their interest will draw their hands to their wallets.

The movie’s star, Tom Cruise, was everywhere before, during, and after the film’s release. Bus stops and billboards were riddled with the infamous pretty boy.

Let people know that games are made by more than just a group code crunchers: make the public realize that they’re made by human beings and not machines. Allow people outside of gamer forums to realize the emotion and thought process that lurks behind the creation of your art work.

No matter how big the industry gets, games are different, and (unless you’re regurgitating old content) you’ll always have something fresh to talk about. Put Liu Kang on the side of a bus, or throw Cliff Blezkenski on The Tonight Show and have him smile at Leno’s dry jokes. Give games and/or their creators some face time.

I precisely remember an amusing instance where a certain big large publisher decided to advertise by handing out free shirts and stickers in the wake of another IP’s midnight release window. Probably not a politically correct strategy, but the thought behind the process is to embed the inescapable arrival of a memorable game inside of your head to create the overall statement “it’s coming, and you’d better not miss it”.

If I ever become a part of an external company, and I don’t see my game appearing in places other than gaming forums and late night Spike TV ads, I’m wondering who outside of our core audience knows about what I’ve been creating? Every gamer doesn’t shop at GameStop or mingle on Quarter to Three.

Normal people play videogames. You know what else these “normal” people do? They read Time Magazine and watch The Morning Show, so advertising throughout these mediums can’t induce that much fear if you’ve got fans of your medium reading the publication or watching the shows that you’re publicizing in.

Give it a shot. What does it matter that they haven’t heard of your company as of yet. Who cares if they’re haven’t heard of your title? Make them hear you.

Categories: Opinion

Tipped Off 4

Title: Tipped Off 4
Location: Duluth, GA
Link out: Click here
Description: Melee Tournament
Start Date: 2009-01-17
Start Time: 12:00
End Date: 2009-01-18
End Time: 20:00

Categories: Events
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    • nerdology:

      Rocket Propelled Chainsaw

      LikeCOOL calls it “The Ultimate Zombie Killer.” I’m certainly not going to disagree.


      07/22/10