Team Work

Posted by (twitter: @blubberquark)
May 28th, 2016 12:25 pm

I have written about working together in game jams on my tumblr here. I explain my approach to to team composition, group-friendly game design and time planning. This is exemplified by our LD34 game “Wyst”.

After Day in the Life of a Spy and Nessie: Quest for Fame turned out pretty mediocre, I thought about what kinds of game design are best suited for a 3-day game jam. The games both had out-there premises and uneven graphics. In “Day in the Life of a Spy”, we pretty much worked against our engine, suffered from too big a design for three days and lots of duplicated effort in the form of unconnected minigames. Nessie had a more focused design, but boring mechanics and cartoony character art in a naturalistically rendered environment.

For LD34 we would need an art style we can deliver together, a game design that can be split up between many developers and a way to use Unity productively. Instead of spitting up mechanics we split up content: puzzles and island sectors. The result was Wyst, a game we are very happy with. Wyst in the result of careful planning, communication, not working against the tools and a focus on content and aesthetics, instead of innovation and mechanics.

If you have feedback or tips on jam-team-friendly game design, comment here (or rebagel on tumblr).

Read the full post Team Work for Game Jams.


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