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DEVELOPMENT DARWINISM

H O W T O W I N B I G AT G A M E
J A M S A N D H A C K AT H O N S
GAME DEVELOPER

B E N J A M I N TAY L O R

BACKGROUND:
• W I T H R E D O C TA N E S I N C E 2 0 0 0
• S T U D I E D G A M E D E V E L O P M E N T AT C A R N E G I E M E L L O N ’ S
ETC UNDER JESSE SCHELL (THE ART OF GAME DESIGN)
• ART DIRECTOR, WILL WRIGHT’S STUPID FUN CLUB
• G A M E E N G I N E E R , S I M C I T Y, E A M A X I S
• GAME ENGINEER, UNANNOUNCED, NEXON/GLOOPS
Lots of games from dozens of events
FOCUSING ON LESSONS & OBJECTIVES
FROM 11 GAME POST MORTEMS
GAME POST MORTEM #1

H Y P E R B AT T L E
• Ultimately a failure.
• Took too long to develop.
IGN’S THE NEXT GAME BOSS

Footage of our team from Season 1, Episode 1
GAME POST MORTEM #2

S TA R I S E R
• Playable in 2hrs.
• Set the tone and pace for

the rest of the season.
LESSON #1

BEGIN ACTUAL DEVELOPMENT IN THE
1ST HOUR
HIRED BY CARNEGIE MELLON’S
E N T E R TA I N M E N T T E C H N O L O G Y C E N T E R

KGDI visit to LucasArts 2006
GAME POST MORTEM #3

PITCH
• Created for the first annual

SIGGRAPH Sandbox
Symposium in Boston 2006
• Created with Drew

Davidson, Pitch is a game
about game development.
PLAYERS MATCHED RANDOM WORDS

WITH A CARD FROM EACH
C O N C E N T R AT I O N T O C R E AT E A P I T C H
LESSON #2

EVERYONE SHOULD KNOW AND RESPECT EACH
O T H E R ’ S R O L E S T O W O R K T O G E T H E R S U C C E S S F U L LY

1st Global Game Jam 2009
HOW TO BE A
PRACTITIONER?
S TA R T S M A L L .
Art:
• Can you make art suitable for a

game? (Sprites, 3D Assets, etc.)

• Can you contribute to a portion of

the artistic pipeline? (EX: “I can
texture and model 3D assets, but not
rig them”)

• Can you be the creator of all of the

artistic pipeline?

• Can you package your own assets

correctly?

• Can you incorporate your own

assets?
HOW TO BE A
PRACTITIONER?
S TA R T S M A L L .
Art (continued):
• Can you script your own asset

interactions or effects using
tools?

• Can you write your own

tools?

• Can you code the game

yourself?

• Are you satisfied polishing

your abilities as an artist?
GAME POST MORTEM #4

S A I LW I N G A G E N T
• VR Hang gliding Game created

in the 2nd round of CMU ETC’s
BVW Program in 2007.

• Created for a “Naive User”, in

that the user could only be
given instruction by the game
and be able to play with no
prior knowledge.
S A I L W I N G A G E N T B E I N G P L AY E D
S A I L W I N G A G E N T A S T H E P L AY E R
LESSON #3

PUT YOUR EGO ASIDE BECAUSE TIME
IS SHORT TO DELIVER.
IF IT HELPS RELIEVE PRESSURE

DON’T BE AFRAID TO GO
A N O N Y M O U S LY
W H AT I S T H E R E
TO “WIN”?
• Find and / or Try Out a

Lasting Teammate
• Demonstrable Experience /

Portfolio Piece
• Reusable Code / Content
• Money (and Swag)
• Job Opportunities
• Access to the Pros

Pittsburgh XO Gamejam 2007
GAME POST MORTEM #5

FRUITIX
• Created during the Pittsburgh XO

Game Jam in 48 hours.

• All new teammates.
• Created using PyGame to be

playable on SugarOS on any
OLPC, language agnostic.

• Win criteria: Preteen players’ vote
STRIVE FOR MAXIMIZING LUCIDITY BY

S L E E P I N G A F T E R A S A F E H A N D - O F F.
D U R I N G Y O U R P R E S E N TA T I O N

V I S I B LY H A V E F U N P L AY I N G A N D / O R
TA L K I N G A B O U T Y O U R C R E AT I O N .
LESSON #4

S L E E P S T R AT E G I C A L LY : B E F O R E E V E N T, O N LY
A F T E R A H A N D - O F F, A N D B E F O R E P R E S E N T I N G
WIN!

G R E AT E X P E R I E N C E S G A I N Y O U
ALLIES.

•

Other prizes:
MAME Arcade Sticks for
cabinet gaming.
W H AT I S T H E R E
TO “WIN”?
• Find and / or Try Out a

Lasting Teammate

• Demonstrable Experience /

Portfolio Piece

• Reusable Code / Content
• Money (and Swag)
• Job Opportunities
• Access to the Pros

Ludum Dare #22
GAME POST MORTEM #6

END DEFENDERS
• Created during Ludum Dare

#22.

• Made in Unity with iOS target.
• Objective was to demonstrate

ability to make social mobile
titles with viral mechanics.
LESSON #5

D O N ’ T R E L A X B Y C O M PA R I N G Y O U R S E L F T O
Y O U R P E E R S ; A L W AY S M A X O U T E F F O R T
W H AT I S T H E R E
TO “WIN”?
• Find and / or Try Out a

Lasting Teammate
• Demonstrable Experience /

Portfolio Piece
• Reusable Code / Content
• Money (and Swag)
• Job Opportunities
• Access to the Pros

Global Game Jam 2013 at MIT
GAME POST MORTEM #7

ARTICHOKE♥BEET
• Created during MIT’s GGJ 13
• Came in with mobile web

scaffolding already made.

• Objective was to use and

create an animation system
for the CreateJS library.
GAME POST MORTEM #8

HANGRIES
• Created during the Hasbro

Hackathon in 36 hours.
• Objective was to use the

event to generate animal
stickers (and to gain
experience with NodeJS)
S TA Y F O C U S E D O N C O R E O B J E C T I V E S T O

R E A C H T H E M O S T I M P O R TA N T
R E S U LT S F I R S T
LESSON #6

BE REALISTIC ABOUT OBJECTIVES BY
K N O W I N G W H AT Y O U C A N ’ T D O .
DOUBLE WIN!

R E U S A B L E C O D E ( C R E AT E J S A N I M AT I O N L O A D E R C L A S S )
AND ART (SET OF ANIMAL CHARACTER STICKERS)
W H AT I S T H E R E
TO “WIN”?
• Find and / or Try Out a

Lasting Teammate
• Demonstrable Experience /

Portfolio Piece
• Reusable Code / Content
• Money (and Swag)
• Job Opportunities
• Access to the Pros

Eventbrite's HTML5 Hackathon
GAME POST MORTEM #9

UPISA
• Created during the

Eventbrite HTML5
Hackathon in 36 hours.

• Sponsored by Sibblingz

Spaceport, Eventbrite,
Betable, MongoLab, and
Viadeo
LESSON #7

WORK FOR YOUR HOST, WHO IS
WORKING.
WIN!

$3K FOR 36HRS BY USING THE
SPONSOR’S TECHNOLOGY WELL.
W H AT I S T H E R E
TO “WIN”?
• Find and / or Try Out a

Lasting Teammate
• Demonstrable Experience /

Portfolio Piece
• Reusable Code / Content
• Money (and Swag)
• Job Opportunities
• Access to the Pros

SimCity Hackathon 2012
GAME POST MORTEM #10

SIMCITY
• Features created in 48 hours

during an internal hackathon
on company time. (That’s right,
EA approved and paid for this)
• Objective: free reign to work

on that feature you always
wanted to prove out.
USE JAMS AND HACKATHONS TO

EXPRESS AND IMPRESS WHERE YOU COULDN’T
O R D I N A R I LY I N Y O U R C U R R E N T W O R K E N V I R O N M E N T

Some of the best features in SimCity 2013 came out of this event
W H AT I S T H E R E
TO “WIN”?
• Find and / or Try Out a

Lasting Teammate
• Demonstrable Experience /

Portfolio Piece
• Reusable Code / Content
• Money (and Swag)
• Job Opportunities
• Access to the Pros

Rosetta Stone Game Jam 2011
GAME POST MORTEM #11

RANGE
• Created during the Rosetta Stone

Game Jam 2011

• Challenge was to incorporate the

concepts of "ink," "exploration" and
"layers" to create a game in 36 hours
or less.

• Personal Objective: get advice for a

language teaching game from the
most qualified people in the world.
USE JAMS AND HACKATHONS TO

FOCUS ON YOUR OBJECTIVES, EVEN IF THEY
DIFFER FROM THOSE ADVERTISED BY THE EVENT
WIN!

G O T F E E D B A C K A N D A P P R O VA L F R O M
R O S E T TA S T O N E ’ S L E A D E R S H I P.
LESSONS FOR WINNING
1. B E G I N A C T U A L D E V E L O P M E N T I N T H E 1 S T H O U R .
2. E V E R Y O N E S H O U L D K N O W A N D R E S P E C T E A C H
O T H E R ’ S R O L E S T O W O R K T O G E T H E R S U C C E S S F U L LY.
3. P U T Y O U R E G O A S I D E B E C A U S E T I M E I S S H O R T T O
DELIVER.
4. S L E E P S T R AT E G I C A L LY : B E F O R E E V E N T, O N LY A F T E R A
H A N D - O F F, A N D B E F O R E P R E S E N T I N G .
5. D O N ’ T R E L A X B Y C O M PA R I N G Y O U R S E L F T O Y O U R
P E E R S ; A L W AY S M A X O U T E F F O R T .
6. B E R E A L I S T I C A B O U T O B J E C T I V E S B Y K N O W I N G W H AT
YOU CAN’T DO.
7. W O R K F O R Y O U R H O S T , W H O I S W O R K I N G .
“Jams are short because they’re designed to
represent the maximum amount of suffering you
can endure over a sustained amount of time”
BEWARE OF BURNOUT
THANK YOU!
@Benjamin_Taylor
!

Good luck at your game jam
or hackathon, work hard and
don’t leave empty-handed.

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Development Darwinism

  • 1. DEVELOPMENT DARWINISM H O W T O W I N B I G AT G A M E J A M S A N D H A C K AT H O N S
  • 2. GAME DEVELOPER B E N J A M I N TAY L O R BACKGROUND: • W I T H R E D O C TA N E S I N C E 2 0 0 0 • S T U D I E D G A M E D E V E L O P M E N T AT C A R N E G I E M E L L O N ’ S ETC UNDER JESSE SCHELL (THE ART OF GAME DESIGN) • ART DIRECTOR, WILL WRIGHT’S STUPID FUN CLUB • G A M E E N G I N E E R , S I M C I T Y, E A M A X I S • GAME ENGINEER, UNANNOUNCED, NEXON/GLOOPS
  • 3. Lots of games from dozens of events FOCUSING ON LESSONS & OBJECTIVES FROM 11 GAME POST MORTEMS
  • 4. GAME POST MORTEM #1 H Y P E R B AT T L E • Ultimately a failure. • Took too long to develop.
  • 5. IGN’S THE NEXT GAME BOSS Footage of our team from Season 1, Episode 1
  • 6. GAME POST MORTEM #2 S TA R I S E R • Playable in 2hrs. • Set the tone and pace for the rest of the season.
  • 7. LESSON #1 BEGIN ACTUAL DEVELOPMENT IN THE 1ST HOUR
  • 8. HIRED BY CARNEGIE MELLON’S E N T E R TA I N M E N T T E C H N O L O G Y C E N T E R KGDI visit to LucasArts 2006
  • 9. GAME POST MORTEM #3 PITCH • Created for the first annual SIGGRAPH Sandbox Symposium in Boston 2006 • Created with Drew Davidson, Pitch is a game about game development.
  • 10. PLAYERS MATCHED RANDOM WORDS WITH A CARD FROM EACH C O N C E N T R AT I O N T O C R E AT E A P I T C H
  • 11. LESSON #2 EVERYONE SHOULD KNOW AND RESPECT EACH O T H E R ’ S R O L E S T O W O R K T O G E T H E R S U C C E S S F U L LY 1st Global Game Jam 2009
  • 12. HOW TO BE A PRACTITIONER? S TA R T S M A L L . Art: • Can you make art suitable for a game? (Sprites, 3D Assets, etc.) • Can you contribute to a portion of the artistic pipeline? (EX: “I can texture and model 3D assets, but not rig them”) • Can you be the creator of all of the artistic pipeline? • Can you package your own assets correctly? • Can you incorporate your own assets?
  • 13. HOW TO BE A PRACTITIONER? S TA R T S M A L L . Art (continued): • Can you script your own asset interactions or effects using tools? • Can you write your own tools? • Can you code the game yourself? • Are you satisfied polishing your abilities as an artist?
  • 14. GAME POST MORTEM #4 S A I LW I N G A G E N T • VR Hang gliding Game created in the 2nd round of CMU ETC’s BVW Program in 2007. • Created for a “Naive User”, in that the user could only be given instruction by the game and be able to play with no prior knowledge.
  • 15. S A I L W I N G A G E N T B E I N G P L AY E D
  • 16. S A I L W I N G A G E N T A S T H E P L AY E R
  • 17. LESSON #3 PUT YOUR EGO ASIDE BECAUSE TIME IS SHORT TO DELIVER.
  • 18. IF IT HELPS RELIEVE PRESSURE DON’T BE AFRAID TO GO A N O N Y M O U S LY
  • 19. W H AT I S T H E R E TO “WIN”? • Find and / or Try Out a Lasting Teammate • Demonstrable Experience / Portfolio Piece • Reusable Code / Content • Money (and Swag) • Job Opportunities • Access to the Pros Pittsburgh XO Gamejam 2007
  • 20. GAME POST MORTEM #5 FRUITIX • Created during the Pittsburgh XO Game Jam in 48 hours. • All new teammates. • Created using PyGame to be playable on SugarOS on any OLPC, language agnostic. • Win criteria: Preteen players’ vote
  • 21. STRIVE FOR MAXIMIZING LUCIDITY BY S L E E P I N G A F T E R A S A F E H A N D - O F F.
  • 22. D U R I N G Y O U R P R E S E N TA T I O N V I S I B LY H A V E F U N P L AY I N G A N D / O R TA L K I N G A B O U T Y O U R C R E AT I O N .
  • 23. LESSON #4 S L E E P S T R AT E G I C A L LY : B E F O R E E V E N T, O N LY A F T E R A H A N D - O F F, A N D B E F O R E P R E S E N T I N G
  • 24. WIN! G R E AT E X P E R I E N C E S G A I N Y O U ALLIES. • Other prizes: MAME Arcade Sticks for cabinet gaming.
  • 25. W H AT I S T H E R E TO “WIN”? • Find and / or Try Out a Lasting Teammate • Demonstrable Experience / Portfolio Piece • Reusable Code / Content • Money (and Swag) • Job Opportunities • Access to the Pros Ludum Dare #22
  • 26. GAME POST MORTEM #6 END DEFENDERS • Created during Ludum Dare #22. • Made in Unity with iOS target. • Objective was to demonstrate ability to make social mobile titles with viral mechanics.
  • 27. LESSON #5 D O N ’ T R E L A X B Y C O M PA R I N G Y O U R S E L F T O Y O U R P E E R S ; A L W AY S M A X O U T E F F O R T
  • 28. W H AT I S T H E R E TO “WIN”? • Find and / or Try Out a Lasting Teammate • Demonstrable Experience / Portfolio Piece • Reusable Code / Content • Money (and Swag) • Job Opportunities • Access to the Pros Global Game Jam 2013 at MIT
  • 29. GAME POST MORTEM #7 ARTICHOKE♥BEET • Created during MIT’s GGJ 13 • Came in with mobile web scaffolding already made. • Objective was to use and create an animation system for the CreateJS library.
  • 30. GAME POST MORTEM #8 HANGRIES • Created during the Hasbro Hackathon in 36 hours. • Objective was to use the event to generate animal stickers (and to gain experience with NodeJS)
  • 31. S TA Y F O C U S E D O N C O R E O B J E C T I V E S T O R E A C H T H E M O S T I M P O R TA N T R E S U LT S F I R S T
  • 32. LESSON #6 BE REALISTIC ABOUT OBJECTIVES BY K N O W I N G W H AT Y O U C A N ’ T D O .
  • 33. DOUBLE WIN! R E U S A B L E C O D E ( C R E AT E J S A N I M AT I O N L O A D E R C L A S S ) AND ART (SET OF ANIMAL CHARACTER STICKERS)
  • 34. W H AT I S T H E R E TO “WIN”? • Find and / or Try Out a Lasting Teammate • Demonstrable Experience / Portfolio Piece • Reusable Code / Content • Money (and Swag) • Job Opportunities • Access to the Pros Eventbrite's HTML5 Hackathon
  • 35. GAME POST MORTEM #9 UPISA • Created during the Eventbrite HTML5 Hackathon in 36 hours. • Sponsored by Sibblingz Spaceport, Eventbrite, Betable, MongoLab, and Viadeo
  • 36. LESSON #7 WORK FOR YOUR HOST, WHO IS WORKING.
  • 37. WIN! $3K FOR 36HRS BY USING THE SPONSOR’S TECHNOLOGY WELL.
  • 38. W H AT I S T H E R E TO “WIN”? • Find and / or Try Out a Lasting Teammate • Demonstrable Experience / Portfolio Piece • Reusable Code / Content • Money (and Swag) • Job Opportunities • Access to the Pros SimCity Hackathon 2012
  • 39. GAME POST MORTEM #10 SIMCITY • Features created in 48 hours during an internal hackathon on company time. (That’s right, EA approved and paid for this) • Objective: free reign to work on that feature you always wanted to prove out.
  • 40. USE JAMS AND HACKATHONS TO EXPRESS AND IMPRESS WHERE YOU COULDN’T O R D I N A R I LY I N Y O U R C U R R E N T W O R K E N V I R O N M E N T Some of the best features in SimCity 2013 came out of this event
  • 41. W H AT I S T H E R E TO “WIN”? • Find and / or Try Out a Lasting Teammate • Demonstrable Experience / Portfolio Piece • Reusable Code / Content • Money (and Swag) • Job Opportunities • Access to the Pros Rosetta Stone Game Jam 2011
  • 42. GAME POST MORTEM #11 RANGE • Created during the Rosetta Stone Game Jam 2011 • Challenge was to incorporate the concepts of "ink," "exploration" and "layers" to create a game in 36 hours or less. • Personal Objective: get advice for a language teaching game from the most qualified people in the world.
  • 43. USE JAMS AND HACKATHONS TO FOCUS ON YOUR OBJECTIVES, EVEN IF THEY DIFFER FROM THOSE ADVERTISED BY THE EVENT
  • 44. WIN! G O T F E E D B A C K A N D A P P R O VA L F R O M R O S E T TA S T O N E ’ S L E A D E R S H I P.
  • 45. LESSONS FOR WINNING 1. B E G I N A C T U A L D E V E L O P M E N T I N T H E 1 S T H O U R . 2. E V E R Y O N E S H O U L D K N O W A N D R E S P E C T E A C H O T H E R ’ S R O L E S T O W O R K T O G E T H E R S U C C E S S F U L LY. 3. P U T Y O U R E G O A S I D E B E C A U S E T I M E I S S H O R T T O DELIVER. 4. S L E E P S T R AT E G I C A L LY : B E F O R E E V E N T, O N LY A F T E R A H A N D - O F F, A N D B E F O R E P R E S E N T I N G . 5. D O N ’ T R E L A X B Y C O M PA R I N G Y O U R S E L F T O Y O U R P E E R S ; A L W AY S M A X O U T E F F O R T . 6. B E R E A L I S T I C A B O U T O B J E C T I V E S B Y K N O W I N G W H AT YOU CAN’T DO. 7. W O R K F O R Y O U R H O S T , W H O I S W O R K I N G .
  • 46. “Jams are short because they’re designed to represent the maximum amount of suffering you can endure over a sustained amount of time” BEWARE OF BURNOUT
  • 47. THANK YOU! @Benjamin_Taylor ! Good luck at your game jam or hackathon, work hard and don’t leave empty-handed.