Virtual Game Jam concept
Posted: Mon May 18, 2015 10:09 pm
May interest folks here -- cross-posted with permission from Ann Cudworth (original post on opensim-edu)
From: Education [education-bounces@list.opensim-edu.org] on behalf of Ann C
[anncproj@gmail.com]
Sent: 16 May 2015 18:20
To: Opensim Educators Mailing List
Subject: [opensim-edu] Considering the possibility of a Virtual World Game
Jam
HI all-
Last January I participated in the Global Game Jam here in NYC, and prior to
that, I attended "Practice", a game design conference hosted by the NYU Game
Center. At Practice, when they asked us to participate with questions
directed to the entire group, I asked "How can we get people to build more
games in virtual worlds?" I meant all kinds of games, not just serious
games or simulations. One of the people in attendace at this conference was
Holly Gramazio (http://www.hollygramazio.net/). I was very impressed by her
game designing, and could see many of them being done in a virtual
world- for example-
http://www2.open.ac.uk/openlearn/philos ... d-sea.html
Well this morning as I was editing the game designing chapter of my new book
about extending virtual world design into game-based environments, I
thought- why don't we have a virtual world game jam? It would be so much
fun, and a challenge to be creative in the virtual space. Is anyone
interested in doing this? Maybe sometime in mid 2016?
I wrote this section for chapter 4 this morning:
4.5 Playtesting the Prototype and Game Jamming for Game Design Development
Eventually, you will have to let people outside your development group come
and play with your shiny new game, and sometimes that breaks it. Contrary
to how you may feel about this, that is a good thing, and what playtesting
is supposed to do. It's amazing how quickly a playtester can find the
weaknesses of your game, find a way to circumvent your planned flow and
pounce on a problem. If you apply your design judo properly, you can use
the momentum of that discovery to drive the team development cycle around
again, throw the problem on its back and vanquish it. You can plan for
design development through playtesting in the following ways:
. Connect with social groups in the virtual world that are interested
in design and gaming, and set up an evening of playtesting
. Connect with the members of online sites like http://www.boardgamegeek.com,
and sponsor a playtesting event
. Make a game design project part of the class you are teaching about
virtual environments and have the students playtest all games that develop
4.5.1 Design Development and the Game Jam Approach
If you look around, Game Jams are happening everywhere, for every kind of
game and game platform. Essentially a Game Jam is like a musical jam
session. Many kinds of game developers, designers and programmers come
together for a weekend or an evening, to connect creatively while they
design a game together. Sometimes there is a topic or theme they have to
acknowledge in the design or experience of the game, and sometimes they are
collaborating to stretch the limits of a specific gaming platform, or game
engine.
4.5.2 The Real Game Jam Experience
In reality, a face to face Game Jam, like the Global Game Jam (
http://globalgamejam.org/ ), is highly challenging and often inspiring.
You are going to meet strangers and create a game with them, possibly over a
weekend. In January 2015, I met Ben, Edward and David, at the NYU Global
Game Jam, and we made a board game called "On the Edge of Space" that was
nominated for the best design category,
(
https://www.linkedin.com/pulse/nominate ... am-cudwort
h).
It was exhilarating, exhausting and ultimately we bonded as game
aficionados.
4.5.3 Holding a Virtual Game Jam
It is quite possible to have a game jam in the virtual space. If you have a
big OpenSim grid, you can parcel out the land to participants. Here is a
list of things you should prepare as you organize your first virtual game
jam.
*Space to Work*
If you have a big OpenSim grid, you can parcel out the land to
participants. If you do not, participants can build their games offsite,
and bring them in at the end of the Game Jam to a region you provide for
display of all the entries.
*Advisory Group*
Find a group of experienced game designers who are interested in providing
advice and guidance as you plan the event.
*Tools and Resources*
Mesh models, basic terrains, and simple scripts that people can use to build
a game with are some of the tools and resources you may want to provide.
*Advertising*
Look for sponsors, and online groups who may want to be involved by
contributing tools and resources in exchange for advertising at the event
and on the website
*Coaches, Helpers, Judges and Special Guests*
These are special folks you need to line up to help the game creators with
scripting and/or building, virtual world access, as well as serve as judges
in the final competition.
*Online Infrastructure and Wiki*
Set up space for people to make games on your virtual land. Set up a Wiki
to countdown to the event, and post results on.
*Scheduling and Planning*
Set up a calendar for everyone to follow, and decide on a timetable for the
6-12 months leading up to the event. Set up a daily schedule for the event
that ensures that the contestants do get some rest and breaks for meals.
*Awards and Prizes*
Decide on categories for the judges, so they can pick the best entries in an
organized way. Give them some standards to judge by. Have content to award
to the winners in each category.
--
Ann Cudworth | Virtual World Design Book <http://amzn.com/1466579617> |
_______________________________________________
Education mailing list
Education@list.opensim-edu.org
http://list.opensim-edu.org/listinfo.cg ... im-edu.org
From: Education [education-bounces@list.opensim-edu.org] on behalf of Ann C
[anncproj@gmail.com]
Sent: 16 May 2015 18:20
To: Opensim Educators Mailing List
Subject: [opensim-edu] Considering the possibility of a Virtual World Game
Jam
HI all-
Last January I participated in the Global Game Jam here in NYC, and prior to
that, I attended "Practice", a game design conference hosted by the NYU Game
Center. At Practice, when they asked us to participate with questions
directed to the entire group, I asked "How can we get people to build more
games in virtual worlds?" I meant all kinds of games, not just serious
games or simulations. One of the people in attendace at this conference was
Holly Gramazio (http://www.hollygramazio.net/). I was very impressed by her
game designing, and could see many of them being done in a virtual
world- for example-
http://www2.open.ac.uk/openlearn/philos ... d-sea.html
Well this morning as I was editing the game designing chapter of my new book
about extending virtual world design into game-based environments, I
thought- why don't we have a virtual world game jam? It would be so much
fun, and a challenge to be creative in the virtual space. Is anyone
interested in doing this? Maybe sometime in mid 2016?
I wrote this section for chapter 4 this morning:
4.5 Playtesting the Prototype and Game Jamming for Game Design Development
Eventually, you will have to let people outside your development group come
and play with your shiny new game, and sometimes that breaks it. Contrary
to how you may feel about this, that is a good thing, and what playtesting
is supposed to do. It's amazing how quickly a playtester can find the
weaknesses of your game, find a way to circumvent your planned flow and
pounce on a problem. If you apply your design judo properly, you can use
the momentum of that discovery to drive the team development cycle around
again, throw the problem on its back and vanquish it. You can plan for
design development through playtesting in the following ways:
. Connect with social groups in the virtual world that are interested
in design and gaming, and set up an evening of playtesting
. Connect with the members of online sites like http://www.boardgamegeek.com,
and sponsor a playtesting event
. Make a game design project part of the class you are teaching about
virtual environments and have the students playtest all games that develop
4.5.1 Design Development and the Game Jam Approach
If you look around, Game Jams are happening everywhere, for every kind of
game and game platform. Essentially a Game Jam is like a musical jam
session. Many kinds of game developers, designers and programmers come
together for a weekend or an evening, to connect creatively while they
design a game together. Sometimes there is a topic or theme they have to
acknowledge in the design or experience of the game, and sometimes they are
collaborating to stretch the limits of a specific gaming platform, or game
engine.
4.5.2 The Real Game Jam Experience
In reality, a face to face Game Jam, like the Global Game Jam (
http://globalgamejam.org/ ), is highly challenging and often inspiring.
You are going to meet strangers and create a game with them, possibly over a
weekend. In January 2015, I met Ben, Edward and David, at the NYU Global
Game Jam, and we made a board game called "On the Edge of Space" that was
nominated for the best design category,
(
https://www.linkedin.com/pulse/nominate ... am-cudwort
h).
It was exhilarating, exhausting and ultimately we bonded as game
aficionados.
4.5.3 Holding a Virtual Game Jam
It is quite possible to have a game jam in the virtual space. If you have a
big OpenSim grid, you can parcel out the land to participants. Here is a
list of things you should prepare as you organize your first virtual game
jam.
*Space to Work*
If you have a big OpenSim grid, you can parcel out the land to
participants. If you do not, participants can build their games offsite,
and bring them in at the end of the Game Jam to a region you provide for
display of all the entries.
*Advisory Group*
Find a group of experienced game designers who are interested in providing
advice and guidance as you plan the event.
*Tools and Resources*
Mesh models, basic terrains, and simple scripts that people can use to build
a game with are some of the tools and resources you may want to provide.
*Advertising*
Look for sponsors, and online groups who may want to be involved by
contributing tools and resources in exchange for advertising at the event
and on the website
*Coaches, Helpers, Judges and Special Guests*
These are special folks you need to line up to help the game creators with
scripting and/or building, virtual world access, as well as serve as judges
in the final competition.
*Online Infrastructure and Wiki*
Set up space for people to make games on your virtual land. Set up a Wiki
to countdown to the event, and post results on.
*Scheduling and Planning*
Set up a calendar for everyone to follow, and decide on a timetable for the
6-12 months leading up to the event. Set up a daily schedule for the event
that ensures that the contestants do get some rest and breaks for meals.
*Awards and Prizes*
Decide on categories for the judges, so they can pick the best entries in an
organized way. Give them some standards to judge by. Have content to award
to the winners in each category.
--
Ann Cudworth | Virtual World Design Book <http://amzn.com/1466579617> |
_______________________________________________
Education mailing list
Education@list.opensim-edu.org
http://list.opensim-edu.org/listinfo.cg ... im-edu.org