A post-launch review of writing “Waybinder”: an endeavour which has given its author much to think about in terms of project scale, working with narrative, and self-publishing.
Antholojam was a month-long, remote game jam on the theme of golden age science fiction. The resulting anthology of some dozen games – curated at the point of application by Zöe Quinn and Alex Lifschitz – is due for release in January 2015. As the jam has wound up and the bug-free games have been submitted, I thought I’d reflect upon my time as designer, writer and UI artist under my team’s collective name, Wonder Games.
This was my first time participating in a remote game jam, having preferred to work in the same room even during Boob Jam in 2013* – my only other effort in such a format. I still harbour a strong preference for physical-location game jams, however I learned a lot from working in this fashion for a change. My overall conclusion is that A Planet Wakes ended up being a much more professionally-handled project, precisely because we had to co-ordinate our part-time efforts across national boundaries and a 6-week development period. Put simply, there a line quickly became blurred between hobbyist game jamming and the experience my team all have as contract game developers. Credit definitely needs to go to the other individuals who made up Wonder Games, namely:
* Coincidentally, also working with Delia. Sadly we were unable to finish Boob Jam, for reasons truly worthy of anecdote. By the time the weekend was over, a router had actually exploded.