My Global Game Jam 2012 Experience

We also as a group didn’t at all times know what each other was currently working on. Granted we were pushing to get things done at a break neck speed, but I wish we had made sure that at the end of any time we talked as a group or a side conversation, that we made sure everyone was aware of what was going on.

On the last day when we only had a few hours left I was sitting there with my art assets done and I felt frustrated that I couldn’t do more. So I finally broke my internal monologue and decided to ask everyone what they were doing, and reiterate the things that we needed to work on and implement before the impending wrap up time. We made a list of tasks, stuck to it and finished successfully. That felt good, and I should have done more of it. It’s easy to get sucked into the art, coding and scripting side of everything, but you need that one person to snap out of it every so often to keep things on time/on point.

I guess that’s what producers are for.

What went exceedingly well:

Picking a concept and sticking to it: Once I sat down with my group that I ended up finishing up the project with and hearing their idea through, I felt at ease. The idea, create a game around the video “Powers of 10”(which I don’t think I saw before, but promptly loaded up on my phone to watch then), was vague enough to allow for creativity but had enough specifics to help keep the mind focused. Also, the tenet of reach wide, but shoot for doable at the same time was a great grounding principle to keep in mind at all times.

It took a bunch of brainstorming and compromise, and everything almost got derailed in favor of something that may, or may not, have been more attainable at one point, but in the end we adamantly stuck to the concept. A lot of ideas kept getting introduced but we had to keep molding them to fit into a game concept. When I proposed a collision avoidance type game, one that was top down but more scrolling up and less focus on the zoom, we tweaked it to keep the zoom prominent.

I saw a lot of groups that didn’t have a locked in place game idea by the halfway point of the second day. We left an hour early on Friday with a solid game idea based on the topic we stuck to and that was our basic guiding light toward success.

Picking a diversifier and sticking with it: Let me confess, I hate drawing. I mean, I can draw, and when I do people say, “Hey that’s pretty damn good, I wish I could draw like that!” but still, I hate to do it and depending on the day pen and paper might just be my worst nightmare.