My Experience At the First Annual Science Game Jam

Last month, I attended the Science Game Jam at the Field Museum. The event brought together game developers with scientists from the Museum’s Biosync department. The research topics included: migratory behaviors of animals, the evolution of birds, and how ecosystem adapt to change. The goal was to create educational games based on their research. The event brought in 28 developers from across the Chicagoland region. The experience ranged from hobbyists, to independents, and everything in between. Like the name suggests, the theme involved communicating scientific theories through fun game mechanics. Over the next 72 hours the teams set out to accomplish this mission. What follows is my first hand account and my takeaways from the event.

Team hard at work on their game build

Team hard at work on their game build

Everything is a System

Both game development and science experiments use systems. Scientists use these systems to test theories. Game developers use systems to create intriguing game experiences. On the first night of the event, 8 scientists got a chance to pitch their research. The game jam participants were then able to ask questions to gain further insight into that scientist’s field of study.

The Selection Process

Before selecting a scientist, the game developers formed teams. The team selection process is part auction, part speed dating event. Some developers came with teams, opting to pair with friends. Others campaigned to find team members that filled needs. The beauty of a game jam, is that every skill is valuable. Artists sought to find programmers; while programmers looked for sound and visual artists to breathe life into their code. Once teams were set, each team discussed which scientist’s research best appealed to them. Teams brainstormed on what would make a fun game, and how they can communicate the scientists’ message.

Fatigue sets in with mere hours to go

Fatigue sets in with mere hours to go

For Science!

After settling on a game concept, the teams started developing quickly. During the second day, a representative from the Chicagoquest charter school showed up to meet with the teams. The school specializes in using game systems to teach children in grades 6-12. Meeting with the professional allowed the jammers to test the educational integrity of their game. The scientists also checked in with their teams to provide guidance as the teams honed their game mechanics.

Bumpy Roads Ahead

A game jam is great because it allows people to quickly come together and test ideas. They also highlight the same challenges that exist in longer development cycles. The only difference is, the problems appear faster. Most game jammers came in with their own set of tools. No matter much expertise they had, games break. Code has bugs; an artist runs into an issue with their art package. This is when the original concept of the game started to change.I experienced this on my own project. Advisers loved our concept, but we struggled with the technology. These roadblocks didn’t allow us to execute the concept as well as we would have liked. All teams faced similar challenges, and found creative solutions to their problems. This is when those fun ideas turned into fun games.

Selection Sunday

Teams scrambled to finish their games, as the hours of Sunday afternoon quickly ticked away. At 5pm, the teams presented the fruits of the weekend’s labor to a panel of judges. This panel was made up of game developers, teachers, and scientists. The criteria for judging was based on the creativity of the game, and how it tied into the scientist’s work. The judges selected two winners, and the audience got to select a third. Despite working nearly the entire weekend there was still a buzz of energy in the room. Some vowed to expand on their projects post jam. Both scientists and developers walked away with new knowledge.

Final Takeaways

A game jam is a bit like a marathon. During the event it is common to hit a wall. This wall can come from a difficult problem with the game or just pure fatigue. Here are a few takeaways from my participation in the event.

Don’t Fight Technology:It is best to choose tools that you are familiar with. Game tools have steep learning curves, and a 48 hour game jam is not the best time to experiment. I chose to use Unity3d, which I was more familiar with. Despite this familiarity, it instantly made everything more difficult to implement. In hindsight, using a 2D tool like GameMaker would have allowed my team to get to a playable product faster.

Get something on screen fast: The game is not a game until it can be tested. The good game concept is just a theory until you can play it. Once the game demo is on screen, you can see whether your ideas are actually fun to play. Changes will inevitably need to be made. Playtesting is what makes a good game idea into a fun product. It is much better to have a game to show during the presentation, instead of having to talk about the concept.

The team discusses the latest version of their game

The team discusses the latest version of their game

Eat Healthy: Pizza and beer are typical game jam fair. A greasy food coma makes the already difficult task of creating a game that much harder. Audrey Aronowsky and Rob Lockhart did an excellent job of providing healthy eating choices during the jam. Chips and Soda were offset by energy bars and tea. This kept the hackers from succumbing to a sugar crash.

 

Rest: During game jam weekends, there is a temptation to not sleep for the length of the jam. This is a bad idea. At a certain point the brain slows, and work is done in diminishing returns. On Saturday night, the game jam location was closed. This encouraged participants to get some much needed rest.

It would be nice to see more developers paired with people who are outside of games. I was personally impressed with the creative products that came out of the jam. Many of them looked more fun than the ‘edu-tainment’ games I grew up with. This game jam would not have been possible without Co organizers Audrey Aronowsky and Robert Lockhart. Special thanks also goes to the Chicago Field Museum BioSync department.
For more information visit the Field Museum Biosync department Website: http://fieldmuseum.org/explore/department/biosync/

Audrey Aronowsky
http://fieldmuseum.org/users/audrey-aronowsky

Field Museum:
http://fieldmuseum.org

Follow Robert Lockhart on Twitter:
https://twitter.com/bobbylox


Photos from An Afternoon with Brenda and John Romero

Enjoy some photos from our June 29th event, An Afternoon with Brenda and John Romero!

Special thanks to Brett Rubin and Tribeca Flashpoint Academy for taking these pictures.

We’d like to extend our appreciation to John and Brenda for making the drive to visit us here in Chicago, as well as Flashpoint and Casual Connect for providing event space and refreshments.

Toy Studio releases new word puzzler, Swqords

Chicago developer and long-time supporter of IGDA Chicago, Toy Studio, stretches our minds yet again with the release of their new word puzzle game, Sqwords. With gameplay blending the creative word generation of crosswords and the logical placement tiles in Sudoku, players must arrange letters in a square grid, ensuring that each row and column spells out a word.

Toy Studio, which helped host the first Chicago Game Jam, develops games for mobile and social platforms on iPhone, Android, and Nook. Several of their previous puzzle games, including The Curse, have found success in the last few years. Their commitment to high-quality games and their involvement with the Chicago game development community are just two reasons why Toy Studio rocks!

Learn more about the game and see the trailer on the game’s website: http://sqwords.com/ 
You can buy the game on the App StoreGoogle Play, and Amazon 
To play more of Toy Studio’s games, visit their website: http://www.toystudio.com/



7/14/13 Meeting Minutes

Board of Directors Meeting

14 July, 2013

Meeting called to order at 12:04pm CDT and adjourned at 1:07pm CDT.

Board Members in Attendance

Attended by Sheri, Neal, Eric, and Heather via Skype IM.

Absent board members: none.

Agenda

Events

  • June Chicago Day of Game Dev Goodness

    • Brenda/John Event Survey Potential Questions

  • July Event

  • August Event

  • September Game Jam

Board Business

  • Chicago Google Docs

  • Board of Directors

Meeting Notes

Events

June Chicago Day of Game Dev Goodness

Neal got video of the Brenda and John event from TFA. It needs processing so we can post it. He will follow up about photos.

Brenda/John Event Survey Potential Questions – we will decide what questions and responses to send out via Google Docs

July Event

Injustice Tournament at 1871, probably two brackets running, no food necessary. Must finalize the Meetup and get it posted/promoted.

August Event

Eric is working on a list of potential locations for the outdoor event.

September Game Jam

Working with Marvin Hawkins on getting this event going.

Board Business

Chicago Google Docs

We’re still working on transitioning some items.

Board of Directors

Eric has joined the IGDA Chicago Board of Directors as of June!


Chicago Indies Featured on PS4 at E3

Chicago’s on fire again, but you’ll want to stay inside for this one. We’ve seen the steady glow of success from indie developers in Chicago recently, but at E3 this year, we saw a pair of trailblazing Chicago indies highlighted in a whole new field—next generation consoles.

During their press conference at E3 earlier this month, Sony showcased a number of indie games with upcoming releases on the PlayStation 4. Out of the eight games demoed, Chicago cheered twice for their own: Young Horses and Ragtag both appeared on stage to share their respective games Octodad: Dadliest Catch and Ray’s the Dead. Both games have been Greenlit on Steam, but they will make their console debuts alongside the other previewed games on the PlayStation 4.

Sony will be releasing the PlayStation 4 at the end of the year, and with it, the ability for small developers to self-publish their titles, allowing them to maintain IP and keep a greater cut of their profits than with traditional publishers. The PS4 will also feature an improved development kit for easier development and porting to the console. As part of Sony’s push to include more indie content on the upcoming generation of consoles, these features will benefit more than indie developers. Players and larger studios can expect to see quality and innovation in indie titles, which have been largely limited to PC’s to this point. How this may change the landscape of console gaming and beyond, we can only wait and see.

To see Young Horses, Ragtag, and the other indie developers at Sony’s E3 press conference, check out this clip: Indie Games at the Sony E3 2013 Press Conference.


June 29th Brings an Amazing Day of Game Developer Goodness!

Saturday, June 29th, is a day you won’t want to miss.

Starting at 1:00 P.M. the crew at Indie City Games kicks off the day with their

Indie City Games June Meeting at DePaul University College of Computing and Digital Media.

The theme of this meeting is going to be “design rants”. They’ve got a rapid-fire succession of quick talks on topics from AI programming to level design lined up.

 In addition, Rob Lach’s got a few things to say about some new games they’re adding to the Indie City Arcade cabinet, Ryan Wiemeyer’s announcing a new coworking space he’s got up and running, and they’ll have open play with one another’s games.

After that, you will want to head on over to Tribeca Flashpoint Media Arts Academyfor

An Afternoon with Brenda and John Romero.

How does the guy who made Quake tackle a new genre?

How does the designer of Train approach a new platform?

How did they go about starting up a new business from scratch?

This is YOUR chance to ask! 

This special Q&A session will run from 4:00-6:00.

 A social mixer will follow at Potter’s Lounge from 6:30-8:30pm, which includes beverages and snacks!

And that’s not all.

Starting at 8:00 pm, join Indie City Games at the Emporium Arcade Bar for the release of their

New Collection of Games for the Indie City Arcade Machine.

Don’t miss out on this memorable day filled with opportunities to check out what you fellow devs are up to, pick the brains of two legendary game designers, do some networking, play games, and have a good time!

1:00 P.M. – ICG June Meeting

4:00 P.M. – An Afternoon with Brenda and John Romero

6:30 P.M. – Social Mixer at Potter’s Lounge

8:00 P.M. – Indie City Arcade Machine Games Release at Emporium Arcade Bar


6/6/13 Meeting Minutes

Board of Directors Meeting

6 June, 2013

Meeting called to order at pm 11:58pm CDT and adjourned at 12:59pm CDT.

Board Members in Attendance

Attended by Neal, Sheri, and Heather via Skype voice.

Absent board members: none

Agenda

  1. Board Status

  2. John and Brenda Event

  3. IGDA Midwest Symposium

  4. Upcoming Events

    1. July

    2. August

Meeting Notes

Board Status

We need to appoint at least one new board member and determine the new chair.

Brenda and John Event

Flashpoint

28 NORTH CLARK STREET, SUITE 500, CHICAGO, ILLINOIS 60602

Pricing

  • $20 at the door

  • $15 regular

  • $10 early bird

IGDA member 50% off

Heather will set up Eventbrite

IGDA Midwest Symposium

  • report from each IGDA Chapter or representative

    • Ouya/Wideload, C2E2, game night tournament, upcoming Brenda and John and more to come this summer. Consistently valuable programming to our audience.

    • Promoting local games on the site, as well as keeping up our blog and newsletter to keep the community engaged

  • Brief synopsis from each of us of what we would like to do to improve our local chapter

    • We’d like to plan events out further in advance

    • Continue to grow our volunteer base

Upcoming Events

  • July

    • Game tournament envision by Zax Pearson late July or in August

  • August

    • Ideas

      • Picnic / Social Board Game thing?

      • Email Exec list and see who is shipping games and might want to do a postmortem

      • Find a place to do Skype talks with remote speaker, do an informal poll to see what speakers people want to see

  • September / October

    • Chicago Game Jam

      • Sponsors?

      • Volunteers

        • reach out to people who consistency attend our jams and see if they want to help plan

  • General

    • Discipline-focused talks or panels

    • Event promoting the DIY game class David and Jay are teaching (student focus)

  • Power Dinners?

    • We’ll resume Power Dinners once we have the board re-established


Registration Still Open For Brenda And John Romero Event

Registration is still open for our June meeting: An Afternoon With Brenda and John Romero

Attendees can register here: http://afternoonwithbrendaandjohnromero.eventbrite.com/

How does the guy who made Quake tackle a new genre?

How does the designer of Train approach a new platform?

This is YOUR chance to ask!

If you have ever wanted a chance to pick the brains of two of the industry’s top game designers and entrepreneurs now is your chance to do it! This event is designed to have a large Q&A portion with questions being culled from the audience so that you have the unique opportunity to find out exactly what you want to know.

IGDA Chicago will be sending out a call for questions beforehand to those who register for this event. Almost no questions are off the table (NDAs and the like aside) so ask anything from why they chose to use a certain mechanic in a game to what it was like starting up their latest venture, Loot Drop. We will also try to make room for follow up questions to add depth as time and format permits.

A social mixer will follow the session (details forthcoming.)

About Brenda Romero and John Romero:

Between the two of them they have a combined 70+ years of experience designing games and building companies for PC, Console, Social, and Mobile across a wide array of game genres, in some cases even creating or evolving the genre as they went along.

Bios:

Brenda Romero, Game Desiginer in Residence, UC Santa Cruz

Brenda Romero (formerly Brenda Brathwaite) is an award-winning game designer, artist, writer, and creative director, who entered the video game industry in 1981 at the age of 15. Brenda has worked with a variety of digital game companies as a game designer or creative director, including Atari, Sir-tech Software, Electronic Arts, Firaxis, and numerous companies in the social media space. She also works on an award-winning series of non-digital games titled The Mechanic is the Message. So far, Train, Siochan Leat, the New World, and Pre-Conception have been released. Brenda served on the board of the International Game Developers Association (IGDA). She also serves on the advisory board of the International Center for the History of Electronic Games at the Strong Museum of Play. She also works with John Romero and The Romero Archives to record game designers discussing their game design process for historical archiving. She was named Woman of the Year by Charisma+2 Magazine in 2010, and was a nominee for Microsoft’s 2010 Women in Games game design awards. In 2009, her game Train won the coveted Vanguard Award at IndieCade for “pushing the boundaries of game design and showing us what games can do.” She was named one of the top 20 most influential women in the game industry by Gamasutra.com in 2008, and of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the 50 artists, actors, authors, activists, and icons who are making the world a more stimulating place.

John Romero, CEO, Loot Drop

John Romero is a game designer, programmer, artist and sequential artist whose work spans over 130 games, 107 of which have been published commercially, including the iconic works Wolfenstein 3D, Doom and Quake. His contributions and philanthropy within the commercial game industry have led to a myriad of inspired games and the founding of 10 companies.

Romero’s design innovations include intuitive and immersive 3D-level design, game balance and overall progression for both single-player and multi-player. He pioneered the first-person shooter genre and his works remain the seminal texts for those practicing game-level design. He was also instrumental in the promoting of cybersports from LAN parties to DWANGO to the Cyberathlete Professional League.

One of the earliest “indie” developers, Romero began working in the game space in 1979 on mainframes before moving to the Apple II in 1981. He is a completely self-taught programmer, designer and artist, having drawn his inspirations from early Apple II programmers, including the likes of Nasir Gebelli, Richard Garriott, Bill Budge and Tony Suzuki.

Romero’s current areas of interest are social online games and massively multi-player online (MMO) games. He is presently a co-founder and Chief Creative Officer of Loot Drop, founded in November 2010. Romero also remains active in the artgame, game history and indie space.

Links about Brenda and John:

http://en.wikipedia.org/wiki/John_Romero

http://en.wikipedia.org/wiki/Brenda_Brathwaite

http://lootdrop.com/

http://romero.com/

Thank You, C2E2 Booth Volunteers!

We would like to give a shout out to the outstanding volunteers who made the IGDA Chicago booth at C2E2 a success:

  • Jared Steffes

  • Shannon Steffes

  • Eric Shofe

  • Kevin Casper

  • Nicholas Cassleman

Thank you Jared, Shannon, Eric, Kevin, and Nicholas for making the booth a friendly place to visit throughout the show.

Thank you, Jay Margalus, for obtaining and organizing the space we shared with a fantastic host of indies!

We appreciate everyone who stopped by to say hello and we hope to see you again soon!