Score Game Jam (post-mortem)

August 29, 2010

This is a sort of a sequel to the previous post I made about Score Game Jam so please read it first if you haven’t yet.

So, I took part in my first Game Jam ever, as a participant at least. Obviously my game concept was way too big to be finished during mere 42 hours, and that is lesson number one I learned: you can never make a game concept too small if you’re in a game jam. Well, maybe you can, but that would be a positive problem.

Another useful note to self: make a schedule, even if you want to chill (or rather: especially if you want to chill). Making a game in such a short time requires some grand master project planning if you actually want to finish it. Or loads of experience on rapid prototyping. Also: define a clear goal for your game project. And no, “finishing the game” is not a clear goal. Plus, using some sort of a Scrum-ish development tool scaled down to jamming purposes might be a good idea.

As some might’ve already guessed, we didn’t finish the game. Not a big minus though, since most assets are now done both design, graphics and audio-wise. Some programming and lots of tweaking still left, but we decided to finish the game, hopefully during September. So, I would like to thank Juhani Hujala (programming), Vilma Pekola (graphics) and Jani Palovuori (audio) for daring to go along with my slightly megalomaniac visions, we’ll make it into a great game!

Since the game isn’t ready yet, here’s a piece of concept art for you to enjoy:

As a conclusion, I’d say that the Score Game Jam was an excellent opportunity for me to try out my skills as a game designer, and a soft landing to the world of game jamming. Big thanks to the organisers. Can’t wait for the next one!

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