Indie Game Jam
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The Indie Game Jam (IGJ) was an effort to rapidly prototype video game designs and inject new ideas into the game industry. Started in 2002 by a group of game designer-programmers, the event featured a shared game engine technology and worked on by other designer-programmers for a single long weekend. The games resulting from that weekend were then published, open-source, on the IGJ web page.


Overview

IGJ was an event for
indie game An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
developers that allowed them to develop and present ideas without
publisher Publishing is the activity of making information, literature, music, software and other content available to the public for sale or for free. Traditionally, the term refers to the creation and distribution of printed works, such as books, newsp ...
restrictions. Hosted in
Oakland, California Oakland is the largest city and the county seat of Alameda County, California, United States. A major West Coast of the United States, West Coast port, Oakland is the largest city in the East Bay region of the San Francisco Bay Area, the third ...
just before the
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
, the IGJ ran on sponsorship and donations. IGJ was known for innovation and rapid prototyping of new gameplay ideas. After the third IGJ,
Doug Church Doug Church (born November 16, 1968, in Evanston, Illinois), is an American video game designer and producer. He attended MIT in the late 1980s, but left and went to work with Looking Glass Studios, when they were making primarily MS-DOS-based im ...
commented, " .it's kinda true that nothing works, but you just throw everyone into the middle of the fire and things come out." He commented that small experiments can lead to big developments in the field. He also noted that while IGJ may not itself revolutionize the mainstream video game industry, it may inspire individuals to innovate. Justin Hall explained that the "roots of electronic entertainment life ie in suchcollaborations". Numerous well known indie developers and other game industry figures have participated, including
Jonathan Blow Jonathan Blow (born 1971) is an American video game designer and programmer. He is best known for his work on the independent video games ''Braid'' (2008) and '' The Witness'' (2016). Born in California, Blow developed a passion for game progra ...
, Doug Church, Chaim Gingold,
Justin Hall Justin Hall (born December 16, 1974 in Chicago, Illinois) is an American journalist and entrepreneur, best known as a pioneer blogger. Biography Born in Chicago, Hall graduated Francis W. Parker High School in 1993. In 1994, while a student ...
,
Chris Hecker Christopher Bryan Hecker (born 1970) is an American video game programmer and commentator. He is the founder of the gaming company Definition Six and best known for his engineering work on Will Wright's 2008 game '' Spore''. Hecker is an advocat ...
,
Austin Grossman Austin Seth Grossman (born June 26, 1969) is an American author and video game designer. He has contributed to '' The New York Times'' and has written for a number of video games, most notably '' Deus Ex'' and '' Dishonored''. Life Grossman w ...
, Marc LeBlanc, Randy Smith, and
Robin Hunicke Robin Hunicke (; born March 15, 1973) is an American video game designer and producer. She is a professor of game design at UC Santa Cruz and the co-founder of Funomena. Hunicke began her career at Electronic Arts where she worked on multiple ...
. The IGJ was considered an inspiration for later game jams including the
Nordic Game Jam ''Nordic Game Jam'' is an annual game jam that takes place in Copenhagen, created in 2006 by Gorm Lai and the Danish chapter of the International Game Developers Association in collaboration with Jesper Juul (the IT University of Copenhagen) and ...
and the
Global Game Jam The Global Game Jam™️ (GGJ) is an annual distributed game jam. Inspired by the Nordic Game Jam, and created by Susan Gold, Ian Schreiber, Gorm Lai and Foaad Khosmood, originally developed under the International Game Developers Associat ...
.


Yearly Game Jams

Each year, Indie Game Jam posed different questions about innovation of new settings, genres, and controls. * The first Indie Game Jam (IGJ) named "0th Indie Game Jam." was held between March 15–18, 2002. The idea for the event came from
Chris Hecker Christopher Bryan Hecker (born 1970) is an American video game programmer and commentator. He is the founder of the gaming company Definition Six and best known for his engineering work on Will Wright's 2008 game '' Spore''. Hecker is an advocat ...
and Sean Barrett, who originally presented Dogma 2001 challenge for the 2001
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
(GDC), which strived to create games without relying on technology. For the IGJ, the opposite approach was taken. Hecker described the attempt as encouragement for experimentation with technology-driven design and pointed out that video gaming industry lacked innovation being restricted by
publisher Publishing is the activity of making information, literature, music, software and other content available to the public for sale or for free. Traditionally, the term refers to the creation and distribution of printed works, such as books, newsp ...
expectations for returns. He proposed to use 100,000 sprites to produce a game. During the jam 12 new games were developed by 14 programmers and designers. All games used the same engine, which Hecker noted took considerable time to produce. The engine was optimized and strived to stress the hardware. He also noted that "great programmers" had to be chosen due to limited time and complex coding tasks. The resulting innovative games, while in no way complete, were presented at the
Experimental Gameplay Workshop The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
session at the 2002 GDC and were well received. The event was funded by donations: for example
Intel Intel Corporation is an American multinational corporation and technology company headquartered in Santa Clara, California. It is the world's largest semiconductor chip manufacturer by revenue, and is one of the developers of the x86 seri ...
supplied the team's
personal computers A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or techn ...
. * The second Indie Game Jam held in March 2004 used Zack Simpson's Shadow Garden technology, which used a human shadow projected on the wall as the primary interface. The IGJ again had 14 programmers and designers participating. * The third Indie Game Jam was held in March 2005 and two dozen programmers participated. In the invitation letter, Hecker proposed to explore
physics engine A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer gr ...
integration into gameplay. The engine chosen was Atman Binstock's 2D physics engine with a framework for experimentation with various physical properties and object interactions. The engine presented a challenge, because the real world physics did not necessarily correspond with the engine's features. The jam explored level deformation and chaotic results from player's interaction with the physics engine. It proved difficult to focus on game design rather than physics themselves. The jam also invited a number of support stuff and
artists An artist is a person engaged in an activity related to creating art, practicing the arts, or demonstrating an art. The common usage in both everyday speech and academic discourse refers to a practitioner in the visual arts only. However, the ...
to polish the games. Almost all games produced used
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
DualShock controllers. While unfamiliarity with the engine and certain technical difficulties provided a challenge, in the end the team succeeded at producing working games. In the end, the physics were seen as a field of potential innovation. * The fourth Indie Game Jam held in March 2006 explored human interaction using 3D characters from ''
The Sims ''The Sims'' is a series of life simulation video games developed by Maxis and published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. The games ...
''. The IGJ attracted professionals from various fields – art, sound design, game theory and education. By this time, similar Game Jams had developed – in Lithuania, Toronto, Dallas, Boston, Ohio, and Nordic.


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External links


Indie Game Jam
Indie video games Game jams