game jams

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

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

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Splash Jam (part 1)

  • Events

101 jammers, one cruise ship and 1,043 miles of Norwegian coastline – there were some pretty big numbers involved in Splash Jam, but they paled in comparison to the the scenery around us, and the spectrum of games produced during this long weekend. This cruise-bound game jam aboard Hurtigruten’s M/S Finnmarken from Tromsø to Trondheim was by far one of the most memorable game jams I’ve attended. It’s also one in which I felt most proud of the game I worked on, even if sea nausea robbed us of some significant work time, and therefore impacted our proof of concept somewhat harshly.

As a lot happened during this event, I’ve decided to split my recollections up into two posts. This one addresses the jam itself, whilst this subsequent post looks back upon the game we made, which was entitled Ardo.

Read More »Splash Jam (part 1)