Part 1 of my recap-cum-travelogue was published a short while ago; you can read it here!
There’s an unwritten rule of almost every game jam I’ve taken part in, which states that the first 5 or so hours will be devoted to anything but the final project. I’m pleased to say that with practice, this period has shifted from becoming something terrifying, to actually rather productive for me. When the jam starts, we (as a group) will tend to fixate upon an idea which seems feasible, expressive and daring within the bounds of the jam. We’ll sketch it out, start prototyping.. and then realise the idea has no traction or depth.
I panicked, the first time this happened in a jam – thinking I was a lousy designer, unqualified to play my part in a game jam team. I’ve soon learned, however, that quite often sleep will bring with it an epiphany. This is precisely what happened at the Lyst Summit game jam.
I’m certainly embarrassed by how long it’s taken me to get around to my Lyst write-up – things have been very busy in recent weeks – but in some many ways, it’s taken until now for me to actually process the glorious things which happened there. What follows is more of a travelogue than a simple game jam recap, split into two parts for your convenience.
Lyst Summit is a unique gathering on the subject of love, sexuality and romance in games, and its first event was held in early June aboard the MF William Jørgenson – a boat moored in København (Copenhagen), Danmark. I was honoured to be able to attend, so taking part in a fascinating series of talks, followed by a 48-hour game jam unlike any other. It was my first time visiting the Danish capital since a very brief change of trains last year, and I’m pleased to say it was as rich in friendship as it was in inspiration and creative output.