Indie Game Jam - Yearly Game Jams

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 and Sean Barrett, who originally presented Dogma 2001 challenge for the 2001 Game Developers Conference (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 expectations for returns. He proposed to use 10,000 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 session at the 2002 GDC and were well received. The event was funded by donations: for example Intel supplied the team's personal computers.
  • The second Indie Game Jam held in March 2003 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 2004 and two dozen programmers participated. In the invitation letter, Hecker proposed to explore physics engine 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 to polish the games. Almost all games produced used PlayStation 2 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 2005 explored human interaction using 3D characters from The Sims. 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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Famous quotes containing the words yearly and/or game:

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    Budding yearly must forget
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    The chess-board is the world; the pieces are the phenomena of the universe; the rules of the game are what we call the laws of Nature. The player on the other side is hidden from us. We know that his play is always fair, just, and patient. But also we know, to our cost, that he never overlooks a mistake, or makes the smallest allowance for ignorance.
    Thomas Henry Huxley (1825–1895)