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Contents

   



(Top)
 


1 Overview  





2 Yearly Game Jams  





3 References  



3.1  Notes  





3.2  Sources  







4 External links  














Indie Game Jam







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From Wikipedia, the free encyclopedia
 


The Indie Game Jam (IGJ) was 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 featured a shared game engine technology and worked on by other designer-programmers for a single long weekend. The games resulting from that weekend were then published, open-source, on the IGJ web page.

Overview[edit]

IGJ was an event for indie game developers that allowed them to develop and present ideas without publisher restrictions.[1] Hosted in Oakland, California just before the Game Developers Conference, the IGJ ran on sponsorship and donations.

IGJ was known for innovation and rapid prototyping of new gameplay ideas. After the third IGJ, Doug Church commented, "[..] it's kinda true that nothing works, but you just throw everyone into the middle of the fire and things come out."[2] He commented that small experiments can lead to big developments in the field.[3] He also noted that while IGJ may not itself revolutionize the mainstream video game industry, it may inspire individuals to innovate.[4] Justin Hall explained that the "roots of electronic entertainment life [lie in such] collaborations".[5]

Numerous well known indie developers and other game industry figures have participated, including Jonathan Blow, Doug Church, Chaim Gingold, Justin Hall, Chris Hecker, Austin Grossman, Marc LeBlanc, Randy Smith, and Robin Hunicke.

The IGJ was considered an inspiration for later game jams including the Nordic Game Jam and the Global Game Jam.

Yearly Game Jams[edit]

Each year, Indie Game Jam posed different questions about innovation of new settings, genres, and controls.[6]

References[edit]

Notes[edit]

  • ^ a b c d Hall 2004, p. 2.
  • ^ a b c d Fullerton, Swain & Hoffman 2008, p. 405.
  • ^ Rouse & Ogden 2004, p. 530.
  • ^ a b c d Fullerton, Swain & Hoffman 2008, p. 403.
  • ^ Fullerton, Swain & Hoffman 2008, p. 406.
  • ^ a b c d e Adams 2002, p. 1.
  • ^ a b c Damon, Will (October 30, 2009). "Achieving Performance: An Approach to Optimizing a Game Engine". Intel. Retrieved March 8, 2011.
  • ^ a b c d e f Adams 2002, p. 2.
  • ^ a b c d e f g h Hall 2004, p. 1.
  • ^ a b Fullerton, Swain & Hoffman 2008, p. 404.
  • Sources[edit]

  • Hall, Justin (May 5, 2004). "Indie Game Jam 2004: Fun and Frustration in Physics". Gamasutra. Retrieved March 8, 2011.
  • Fullerton, Tracy; Swain, Christopher; Hoffman, Steven (2008). "Indie Game Jam: An outlet for Innovation and Experimental Game Design". Game design workshop: a playcentric approach to creating innovative games. Article by Justin Hall (2nd ed.). Morgan Kaufmann. ISBN 978-0-240-80974-8.
  • Thompson, Jim; Berbank-Green, Barnaby; Cusworth, Nic (2007). Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer. Wiley. ISBN 978-0-471-96894-8.
  • Rouse, Richard; Ogden, Steve (2004). Game Design: Theory and Practice. Interview with Doug Church (2nd ed.). Jones & Bartlett. ISBN 978-1-55622-912-1.
  • External links[edit]


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Indie_Game_Jam&oldid=1167933391"

    Categories: 
    Indie games
    Game jams
     



    This page was last edited on 30 July 2023, at 19:00 (UTC).

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