I finished my first ever game jam this weekend. Yay!
About a month ago, I decided to run a small game jam with some of the prototypers from my team, as well as a few other folks from the Sims division. I had never run a jam myself, and I was curious to see if we could do it in conjunction with our work schedules. So we agreed to meet in the mornings for a week and then jam on a Saturday, wrapping up with a bbq.
Oh, how plans change!
First – We found that it is nearly impossible to jam “part time”. Work requires focus and it’s really hard to switch gears from work to a side-project and back… especially if there isn’t a designated place for the jamming to occur. After a couple of days, we decided to skip the work-week jamming and schedule for the weekend.
Second – It really *is* important to jam in the same room. Working at our desks, even with group meals and AIM/MSN chat wasn’t enough. We needed to be in the same place to feel motivated and to generate a feeling of collaboration. Just seeing each other working makes a huge difference.
Third – It takes at least two days to jam.. probably three. You need time to get your head in the right space (discovery) , test out some ideas (prepro) and then have a few hours (5-10) to actually make things happen (production). In some cases you may go through several cycles of discovery and pre-pro – we saw that even in the limited number of total jam hours.
Fourth – With small group prototyping, the energy of the group is really important. You want to be sure people can express their concerns or ask questions about the codebase without feeling like they’ll be considered lame. At the same time – you want things to remain positive – so keep a lid on any complaints about the codebase itself. Post-morteming mid-process is a bad idea: it encourages people to find shortcomings with the toolset instead of focusing on the positives of their own creations.
Most of all – the goal of a jam has to be pretty broad and open-ended… but you have to aim for finishing with the feeling that “something cool was made”. It’s imperative to end your sessions (before lunch, before dinner, when done) with quick group demos, so that everyone can be inspired by what they’ve seen.
In the end, we made just a few small games – the theme of the jam was music (a favorite of mine). I had a great time organizing this jam, and am looking forward to doing it again in a few months. Perhaps I’ll submit some of our stuff to EGW for GDC next year!