Events

My thoughts and reflections on past events.

See also: a list of past events which I’ve attended, or a list of my upcoming events.

On-rails: Train Jam 2017

Last month and for the first time, I was honoured to be able to attend Train Jam: the annual, trans-American game jam event which now drops an entire train-load of developers in San Francisco, just in time for GDC. I did so courtesy of the event’s diversity initiative, for which I am extremely grateful. As anyone who knows me personally (and a few who don’t) will have noticed: trains and game jams are kind of my thing.

My usual custom for game jam wrap-ups like this is to go in-depth on some of the lessons learned, explain a bit about the game we made, and try to keep aspects of the journey or the setting either in their own post, or confined within my Flickr gallery. With Train Jam more than most jams though, I feel as though the journey contributed too much to the process to be taken in isolation. So, now that I’ve finally been able to sift through my photographs from this long weekend in the United States, it’s time for a ‘read more’ jump:

Read More »On-rails: Train Jam 2017

GDC 2016 Personal Highlights

This year was the first time I’d been able to attend the Game Developers’ Conference in San Francisco. I went primarily to talk on the subject of women-in-games initiatives and how they make a difference. This panel session – in which I was joined by Zoë Quinn, Rebecca Cohen-Palacios, Sagan Yee and Stephanie Fisher – will be made available on GDC Vault in the coming weeks.

Photo credited to GDC / Trish Tunney

Delivering my micro-talk as part of the “Ripple Effect” panel. Photo credited to GDC / Trish Tunney

I also attended in order to seek inspiration and some new direction, and to meet people working outside of Europe. Although I skipped past many talks in favour of the sorts of activities I couldn’t simply catch up on online afterwards (a strategy I’d recommend strongly to future first-timers), I did nevertheless come away with new insights – some whimsical, and some practical.

What follows, then, is a collection of personal reflections on the talks I saw, along with my tips for recommended GDC Vault material.

Read More »GDC 2016 Personal Highlights

Splash Jam (part 2)

101 jammers, one cruise ship and 1,043 miles of Norwegian coastline – this is part 2 of my Splash Jam recap, recalling a long weekend aboard Hurtigruten’s M/S Finnmarken, travelling from Tromsø to Trondheim. Part 1, recounting the jam itself, can be found here; this post focuses instead upon the game we made, entitled Ardo.

Hello Stranger

  • Game design & UI assets: Gemma Thomson (UK)
  • Programming: Skully Brookes (UK)
  • Art: Rikke Jansen (NO)
  • Sounds: Bendik Høydahl (NO)
  • Music: Almut Schwache (DE)
  • Demo download available at Itch.io

Read More »Splash Jam (part 2)