Still working to recover. Please don't edit quite yet.

Indie Game Jam

From Anarchopedia
Revision as of 10:35, 8 March 2011 by Anarchangel (Talk | contribs) (Cats)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

The Indie Game Jam is an effort to rapidly prototype video game designs and inject new ideas into the game industry. Started in 2002 by a group of game designer-programmers, the event features a shared game engine technology hacked on by other designer-programmers for a single long weekend. The games resulting from that weekend are then published, open-source, on the IGJ web page.

Hosted in Wikipedia:Oakland, California just before the Wikipedia:Game Developers Conference, the IGJ runs on sponsorship and donations.

This article contains content from Wikipedia
An article on this subject has been nominated for deletion on Wikipedia:
Wikipedia:Articles for deletion/
Indie Game Jam

Current versions of the GNU FDL article on WP may contain information useful to the improvement of this article
WP+
NO
DEL

Yearly Game Jams[edit]

Each game engine for each Indie Game Jam poses a gameplay question.

  • The first Indie Game Jam (IGJ) named "0th Indie Game Jam." was held between March 15–18, 2002 March 2002.[1] The idea for the event came from Wikipedia:Chris Hecker and Sean Barrett,[1] who originally presented Dogma 2001 challenge for the 2002 Wikipedia:Game Developers Conference (GDC) strived to create games without replying on technology.[1] For the IGJ, the opposite approach was taken.[1] Hecker described the attempt as encouragement for experimentation with Wikipedia:technology-driven design and pointed out that video gaming industry lacked innovation being restricted by publisher expectations for returns.[1] He proposed to use 10,000 sprites to produce a game.[1] 12 new games were developed by 14 programmers.[1] All games used the same engine, which Hecket noted took considerable time to produce.[1] He also noted that "great programmers" had to be chosen due to limited time and complex coding tasks.[1] The resulting innovative games, while in now way complete, were presented at the Experimental Gameplay Workshop session at the 2002 GDC and received crowd's cheering.[1] The event was funded by donations, for example Wikipedia:Intel supplied the team's Wikipedia:personal computers.[1]
  • The second Indie Game Jam was in March 2003 - participants had Wikipedia:Zack Simpson's Wikipedia:Shadow Garden technology to use - human shadows projected on the game screen were the primary interface.
  • The third Indie Game Jam, in March 2004, was based around Wikipedia:Atman Binstock's 2D physics engine, using PlayStation2 controllers.
  • The fourth Indie Game Jam, in March 2005, explored human interaction using 3D characters.
  • The fifth Indie Game Jam, in November 2006, asked developers to build games around a sound library written by Wikipedia:Atman Binstock.

Participants[edit]

The following people have participated in the Indie Game Jam (listed alphabetically):

Sean Barrett, Ranjit Bhatnagar, Atman Binstock, Charles Bloom, Wikipedia:Jonathan Blow, Wikipedia:Jason Booth, Wikipedia:Chris Carollo, Wikipedia:Doug Church, Wikipedia:Ken Demarest, Vincent Diamante, Wikipedia:Ryan Ellis, Wikipedia:Richard Evans (AI researcher), Wikipedia:Chaim Gingold, Wikipedia:Austin Grossman, Wikipedia:Justin Hall, Wikipedia:Chris Hecker, Robin Hunicke, Brian Jacobson, Wikipedia:Ryan Junell, Jesper Juul, Adam Lake, Wikipedia:Marc LeBlanc, Mike Linkovich, Art Min, Dean Macri, Casey Muratori, Daniel Neuburger, Dan Ogles, Kim Pallister, Ocean Quigley, Dan Schmidt, Brian Sharp, Wikipedia:Zack Simpson, Wikipedia:Randy Smith, Michael Sweet, Wikipedia:Thatcher Ulrich, Wikipedia:Robin Walker.

These people have included employees of the following companies:

Wikipedia:Ion Storm Austin, Wikipedia:Oddworld Inhabitants, Valve, Wikipedia:Maxis, Wikipedia:Intel, Eidos

The Indie Game Jam form (single engine, single weekend, many participants, many games) has been adapted by other like-minded groups, notably some game programmers in Lithuania and Dallas (see link below). The format was also adapted into a worldwide simultaneous jam called the Wikipedia:Global Game Jam.

Notes[edit]

Deletions[edit]

Deleted at Wikipedia:Wikipedia:AFD

Deleted without AFD discussion

  • Wikipedia:Ranjit Bhatnagar (deleted, shows deletion log) 01:09, 16 June 2008 Nihiltres (talk | contribs) deleted "Ranjit Bhatnagar" ‎ (Expired PROD, concern was: Article does not reference any reliable sources in order to demonstrate notability or verifiability per WP:N and WP:V)
  • Wikipedia:Sean Barrett (programmer) (deleted, shows deletion log) 16:36, 27 January 2010 Jclemens (talk | contribs) deleted "Sean Barrett (programmer)" ‎ (Expired PROD, concern was: unsourced biography of a living person which has remained unsourced for years)
  • Wikipedia:Brian Jacobson (deleted, shows deletion log) 07:47, 1 December 2006 Academic Challenger (talk | contribs) deleted "Brian Jacobson" ‎ (content was: 'Template:db-emptyBrian Jacobson was the kid in the stands in Mighty Ducks III.')
  • Wikipedia:Dan Schmidt (deleted, shows deletion log) 02:05, 17 June 2008 Maxim (talk | contribs) deleted "Dan Schmidt" ‎ (Deleted because expired WP:PROD; Reason given: non-notable game developer. using TW)
  • Wikipedia:Brian Sharp (deleted, shows deletion log) 00:40, 5 March 2011 Chrislk02 (talk | contribs) deleted "Brian Sharp" ‎ (A7: Article about a real person, which does not indicate the importance or significance of the subject)

See Also[edit]

References[edit]

Citations[edit]

External links[edit]