Intent: Start your game jam!
Implementation: Through practical development and documentation
Impact: Achievement of work experience criteria, potential portfolio piece.
Soft skills: Collaboration, creativity, problem-solving, time-management.
Industry: Exploring styles used in different genres of games for better industry understanding.
SMSC: Self-expression and creativity in visual storytelling. Considering inclusivity and ethical representation in chosen art styles. Collaborating with peers to share and critique ideas constructively. Exploring art styles from diverse cultures and their significance in game design.
General Jam Tips:
Look after yourself: Game jams are supposed to be fun. Make sure you’re eating, staying hydrated, washing and getting your rest. You will produce better work if you are taking care of yourself.Â
Keep it simple: Time is not your friend here. Prioritise what is important in the game: High Priority (game will not function without) to Low Priority (that unlockable character with a hundred weapons can wait). Below is an example of how you could manage your time (it is a recommendation not a rule):Â
Time is not your friend: In groups make sure you all understand what you should be doing. If you are waiting for other people to finish their jobs before you can do something you are not managing your time correctly at all.
Keep organised with a trello, asana, slack or whatever.Â
Organise your team so no one is waiting around for someone else. There are times when this is unavoidable but the more of you working the more effective you're being. Look at it like this:
Let's say you have ten days. But in reality because you're going to sleep and look after yourselves so that's more like
Days 1-4: 6rs, Day 5: 3rs, Total 27hrs
If you have a team of two where no one is blocking each other you actually have 54hrs (team of three 81hrs and so forth).
Consider your roles for each stage of development. Once your art is in what can you do? Bug hunting, sound, voice acting, etc)
Everything will take longer than you think it will.
Test: Test your game. Make a change, test it. Add something, test it. After you've tested it and it works, save it. Repeat
Be prepared: Build on what you already know, make use of tutorials and what has been covered before to help you here. If you know your game needs certain features learn how to do them before the jam starts.
Games that I've seen work well in jams:
Infinite runners, local multiplayer, twists on popular genres, adventure games
Finish your game: Your objective is to complete your game. Even if you submit something small you will have completed a game!Â
Have fun: If you are arguing you aren’t working on your game. Decide in advance how decisions in your team will be made, accept it and move on. Game jams are supposed to be fun!
Look after yourself: Game jams are supposed to be fun. Make sure you’re eating, staying hydrated, washing and getting your rest. You will produce better work if you are taking care of yourself.Â
You are better than AI generated slop:
Something rough around the edges but made with passion and heart is a million times better and worth so much more than anything generative AI can do.
You are smart, creative and you can do this.
Decide size and colour early!
Build a base character - Nothing wrong with a palette swap
Time how long things are taking you
Use an asset list
Get art to your designers as quickly as possible - give them rough art that can be replaced later
Communicate
Limit animations
Creative solutions
Avoid feature creep
Follow the fun
Make use of classes, families and equivalents
Use a GDD
Communicate
Race to your first build
Don't forget about UI
Focus on the one thing your game is about
It's not a bug, it's a feature
It's good enough