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  • Page 1 — 27 games in 47 hours
  • Page 2 — failure as an opportunity
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    The mood istaufgekratzt to grasp tension almost with hands. The Hall Imberliner SAE Institute is filled on Sunday until last place, as participants of global Game Jam (GGJ) present ir works. The teams had 47 hours to develop one game at a time. During this time siefast have continuously programmed, drawn and composed in order to be fertigzu in good time. Many people notice overnight, which is now in Euphorieverwandelt. Free laughter goes through ranks, if front of Beamer is made a joke or something does not work in presentation as Esfunktionieren should. Improvisation is still a trump card.

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    2018fand The global Game Jam takes place for tenth time. 800 organizers from more A100 countries had registered independent events in which ZehntausendeProfientwickler participated – and of course also laymen, because a game jam Stehtgrundsätzlich open to everyone. Like every year, KalifornischeGGJ Executive committee gave an overarching me: with “Transmission” it was also open for all sorts of interpretations this time. The 27 contributions BeimBerliner GGJ could not have been more different in any case. There were esVR shooters and spider simulators, music games and Point-and-click Adventuresmit Siri, Erbschleich and gossip games. was “transmission” as Themawomöglich too wishy?

    Tatsächlichgeht it in game jams not so much about what, but more about how. DieTeilnehmer Learn to develop games prototypes in group work, mostly fellows with whom y have never worked toger before. It is geradedie artificial time shortage that promotes ideas and improvisation. Allerdingsgeht sometimes lost me of origin. Moreover, Sichwomöglich shows even more clearly than in traditional games production, dassEntwickler rar rely on a game mechanics than on a good story.

    In any case, DasZwei-day limit takes care of first evening for EnormesTempo: Right after topic announcement, a Brainstorm session begins, in abuilding around 100 Berlin participants bring first concepts to paper – literally: everywhere in SAE room Hang up notes with IhrenIdeen. Then participant field splits into groups of one to eight people and starts directly with game development.

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    “Game jams have a very kreativeAtmosphäre from which one can be well inspired,” says Kevin Blank VomAusrichter Gamestorm Berlin. In addition to students and laymen, Vieleprofessionelle developers are also participating, because a game jam is often einewillkommene variety. “Game development is actually a sehrlangsamer process because a lot of people are involved,” SagtBlank. “In Game Jam, on or hand, it is not long discussed, but simply made – and looked at how it has become.”

    The team of “Transmaze” (copyright) Achim Fehrenbach

    Robert Huneckemachen Game Jams fun, “because y pose a challenge”. And because he meets very different people, “almost like an open air”. Hunecke is a 3-D-artist, usually ersae teaches students. At GGJ he does not take participation: SeinTeam develops a horror game for VR in which two players Kooperierenmüssen. Project title: Transmaze.

    For some participants, challenge is not big enough eir. They voluntarily add so-called Diversifierein. This is for example requirement that finished game is not larger als72 KByte: Then developers have to generate a lot of procedural. Or diversifiersind such as subtitles or use of physical instruments. It’s still a bit heavier.