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
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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.
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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
138:(GDC), which strived to create games without relying on technology. For the IGJ, the opposite approach was taken. Hecker described the attempt as encouragement for experimentation with
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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
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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
486:"Indie Game Jam: An outlet for Innovation and Experimental Game Design"
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439:"Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001!"
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developers that allowed them to develop and present ideas without
341:"Achieving Performance: An Approach to Optimizing a Game Engine"
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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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464:"Indie Game Jam 2004: Fun and Frustration in Physics"
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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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174:integration into gameplay. The engine chosen was
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220:Thompson, Berbank-Green & Cusworth 2007
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546:(2nd ed.). Jones & Bartlett.
536:Rouse, Richard; Ogden, Steve (2004).
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24:) was an effort to rapidly prototype
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418:Fullerton, Swain & Hoffman 2008
301:Fullerton, Swain & Hoffman 2008
289:Fullerton, Swain & Hoffman 2008
258:Fullerton, Swain & Hoffman 2008
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13:
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539:Game Design: Theory and Practice
339:Damon, Will (October 30, 2009).
153:Experimental Gameplay Workshop
32:, the event featured a shared
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136:Game Developers Conference
62:Game Developers Conference
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56:restrictions. Hosted in
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270:Rouse & Ogden 2004
187:DualShock controllers
48:IGJ was an event for
159:supplied the team's
58:Oakland, California
161:personal computers
26:video game designs
553:978-1-55622-912-1
542:. Interview with
528:978-0-471-96894-8
507:978-0-240-80974-8
140:technology-driven
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496:(2nd ed.).
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437:(May 31, 2002).
435:Adams, Ernest W.
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122:Yearly Game Jams
60:just before the
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116:Global Game Jam
112:Nordic Game Jam
93:Austin Grossman
79:, Doug Church,
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569:Indie Game Jam
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563:External links
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176:Atman Binstock
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18:Indie Game Jam
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348:. Retrieved
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132:Chris Hecker
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97:Marc LeBlanc
89:Chris Hecker
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584:Indie games
544:Doug Church
494:Justin Hall
101:Randy Smith
85:Justin Hall
69:Doug Church
38:open-source
34:game engine
30:programmers
578:Categories
376:Adams 2002
322:Adams 2002
203:References
50:indie game
589:Game jams
521:. Wiley.
469:Gamasutra
444:Gamasutra
403:Hall 2004
239:Hall 2004
144:publisher
54:publisher
475:March 8,
450:March 8,
350:March 8,
195:The Sims
114:and the
44:Overview
427:Sources
180:artists
148:sprites
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103:, and
345:Intel
208:Notes
157:Intel
548:ISBN
523:ISBN
502:ISBN
477:2011
452:2011
352:2011
16:The
22:IGJ
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