GGJ Archives 2009-2012

Looking back...


Well I had a lot of fun this weekend, and naturally there are a couple of things I'd like to mention, firstly my role as a freelance composer this weekend:

I didn't really work on any game designs, when we wrote badges detailing what we did, I wrote down: Sound, Music, Jibber-jabber, and that's what they got from me; sound effects, music and some general chit-chat.

While this didn't give me much creative control over the projects, it did allow me to involve myself with multiple projects, four to be exact:

(Natasha, Kingdom Hurts, What Is Not Known, and The Second Coming)

If anyone else likes making music for games (or wants their first try) I strongly suggest acting as a freelance composer. You will have to ration the amount you can make (this weekend I made roughly 10 mins of music, spread across 4 groups), but you get a chance to make such varied stuff!

I got to make eerie, moody, Tiberian-Sun-esque music,
relentless drum-n-bass,
lush electronic string-pop-something
and a bonkers stompy-retro-Russian track!

Have a listen if you like!

Global Game Jam 2010 by Skyne

I'd also like to make a couple of comments highlighting some differences between this year and last year's Game Jam (which I also attended in London): Firstly, I think the keynote video last year (Kyle Gabler) was a better direction; it was funny, lively, energetic, and contained a lot of useful advice regarding rapid-game-building, which was what people really need. I personally didn't find this years one nearly as inspiring.

And (my final paragraph I promise!) the size of the teams was completely different! Last year we were encouraged into teams no bigger than four (3 was the most common), this time there were a lot of fives and sixes! I think this is actually harder with such a small space of time, as too many people argue about their own ideas, whereas with smaller teams it's easier to focus in on something and run with it. This was reflected in the ambitious nature of some of the projects; so many ideas initially seemed to have so many features or huge stories. Last year most games only had a couple of game mechanics, but they were sufficiently unique and interesting, and it was easier to make the game look complete.

In any case, thanks for reading (assuming you did...) and I'll see you all again next year!



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