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Indie Game Jam

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178:'s 2D physics engine with a framework for experimentation with various physical properties and object interactions. The engine presented a challenge, because the real world physics did not necessarily correspond with the engine's features. The jam explored level deformation and chaotic results from player's interaction with the physics engine. It proved difficult to focus on game design rather than physics themselves. The jam also invited a number of support stuff and 150:
to produce a game. During the jam 12 new games were developed by 14 programmers and designers. All games used the same engine, which Hecker noted took considerable time to produce. The engine was optimized and strived to stress the hardware. He also noted that "great programmers" had to be chosen due
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commented, " it's kinda true that nothing works, but you just throw everyone into the middle of the fire and things come out." He commented that small experiments can lead to big developments in the field. He also noted that while IGJ may not itself revolutionize the mainstream video game industry,
189:. While unfamiliarity with the engine and certain technical difficulties provided a challenge, in the end the team succeeded at producing working games. In the end, the physics were seen as a field of potential innovation. 198:. The IGJ attracted professionals from various fields – art, sound design, game theory and education. By this time, similar Game Jams had developed – in Lithuania, Toronto, Dallas, Boston, Ohio, and Nordic. 166:
The second Indie Game Jam held in March 2003 used Zack Simpson's Shadow Garden technology, which used a human shadow projected on the wall as the primary interface. The IGJ again had 14 programmers and designers
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The third Indie Game Jam was held in March 2004 and two dozen programmers participated. In the invitation letter, Hecker proposed to explore
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technology and worked on by other designer-programmers for a single long weekend. The games resulting from that weekend were then published,
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it may inspire individuals to innovate. Justin Hall explained that the "roots of electronic entertainment life collaborations".
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The first Indie Game Jam (IGJ) named "0th Indie Game Jam." was held between March 15–18, 2002. The idea for the event came from
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to limited time and complex coding tasks. The resulting innovative games, while in no way complete, were presented at the
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Each year, Indie Game Jam posed different questions about innovation of new settings, genres, and controls.
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Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
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Numerous well known indie developers and other game industry figures have participated, including
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The fourth Indie Game Jam held in March 2005 explored human interaction using 3D characters from
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session at the 2002 GDC and were well received. The event was funded by donations: for example
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IGJ was known for innovation and rapid prototyping of new gameplay ideas. After the third IGJ,
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and inject new ideas into the game industry. Started in 2002 by a group of game designer-
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design and pointed out that video gaming industry lacked innovation being restricted by
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and Sean Barrett, who originally presented Dogma 2001 challenge for the 2001
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Game design workshop: a playcentric approach to creating innovative games
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The IGJ was considered an inspiration for later game jams including the
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developers that allowed them to develop and present ideas without
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Fullerton, Tracy; Swain, Christopher; Hoffman, Steven (2008).
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Thompson, Jim; Berbank-Green, Barnaby; Cusworth, Nic (2007).
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expectations for returns. He proposed to use 100,000
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to polish the games. Almost all games produced used
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Index

video game designs
programmers
game engine
open-source
indie game
publisher
Oakland, California
Game Developers Conference
Doug Church
Jonathan Blow
Chaim Gingold
Justin Hall
Chris Hecker
Austin Grossman
Marc LeBlanc
Randy Smith
Robin Hunicke
Nordic Game Jam
Global Game Jam
Chris Hecker
Game Developers Conference
technology-driven
publisher
sprites
Experimental Gameplay Workshop
Intel
personal computers
physics engine
Atman Binstock
artists

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