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GGJ 2010: Sprinkle

The title screen (and first level) of Sprinkle

The title screen (and first level) of Sprinkle

Jason wasn’t the only Fire Hoser to participate in the Global Game Jam last weekend. I was also in the trenches slapping a game together, only I was on the other side of the river at the Northeastern University site.

The result is Sprinkle, a neat little puzzle game based on the idea of raindrops falling through a tree. The goal in each level is to move objects around to guide the falling water droplets to a flower. Once the flower has fully bloomed you’re taken to the next level. Go ahead and give it a shot — it only takes a few minutes to play through.

Looking at the game again after letting a week go by, I’m impressed with how fully developed the game seems for a two-day effort. It contains a coherent core mechanic, some interesting variations, and a fair number of well-thought-out (if simple) levels. This is all the more impressive considering that, in true game jam fashion, the first playable level came together at roughly 1:00 Sunday afternoon, only two hours before the deadline!

I was working on music and sound design for this game. The other team members were three programmers — Shakeib Afzal, Kirk Israel, and Heinz Pabst — and Zachary Fand, who created the nicely idyllic visuals.

Early on, I decided to try to put a bit of musical interactivity into the game, similar to that in a game like Elektroplankton. Specifically, the music I had in mind would go back and forth between two chords, and the sound effects would be designed to fit into these chords, so that the sound effect that any particular object makes would change depending on what part of the music loop is currently playing. The results are mixed; sometimes it comes off as intended, but in most levels the experience is a little awkward — either there are too few objects for anything interesting to happen, or there is a flood of objects creating an annoying and broken-sounding cacophony. Partly this is inevitable in a game jam, when exactly what the game is going to feel like is not necessarily determined until close to the end. But there were also some good takeaways for me.

First, as part of the sound design process, it pays to think carefully about what kinds of events will be triggering sounds, how often they will occur, and how likely each event is to repeat. If I were to revisit the sound design after seeing all of the levels that made it in, I would definitely reconsider the scheme for assigning sound effects to collisions, trying things like having collisions turn on or off a loop, or having each object emit a sequence of notes as it is hit multiple times rather than repeating a single note. Second, it’s important to pay attention to the technical details early on — can we get the music to loop smoothly? How are we going to handle repeating the same sound a dozen times in close succession? I’m happy with the overall sound of the game, but I would be much happier still if we had sorted this stuff out early! Having the technical aspects be a little bit off makes the whole experience much less polished and enjoyable.

I had a really fun time putting the game together with the team and was impressed by the level of energy, enthusiasm and creativity from everyone at the jam. If you’ve never tried doing a game jam before I highly recommend it!

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GGJ 2010: Post Mortem-ing a Weekend

The Last Bullfight: Our beauty render

The Last Bullfight: Our beauty render

Global Game Jam 2010 Post #3:
The weekend is over and our game is playable (!).
You can find it here: http://www.globalgamejam.org/2010/last-bullfight.
We recommend the web/flash version (may ask you to download/install the small Unity/flash player).
If you are stuck in any way, please email me: Jason@FireHoseGames.com

What Went Awesome:
* Treating Each Other Well: listening to each other’s ideas, encouraging each other to take water and brain breaks, keeping good humor, appreciating each other’s contributions.
* Making Good Decisions as a team at regular intervals on what features to keep and what to toss in order to get the project done: late Saturday afternoon, late Saturday night and first thing Sunday morning.
* Planning Our Work Flow: in our design doc we structured the weekend into 3-hour block “sprints.” This helped to guide our productivity and made a good balance between being able to dive deeply into our work and regularly checking-in with each other. We also got each other’s contact info right at the start, chose a safe source system, and established an “it is OK to recuse yourself early from meetings in order to be productive” policy.
* Allowing Pablo Picasso to do all our concept art for us.
* Research: we spent two hours on Friday night watching and discussing bullfights on Youtube, and came away with a clear vision for our subject matter that supported our thinking all weekend.
* Manageable Art Scope: making a game with only one location and where the main animated characters–the bull and the matador–are frequently invisible made it much easier as the sole artist to produce any kind of quality rather than just quantity.
* Our wacky deception mechanic, to our surprise and delight, actually seems to make sense to people.

What Could Have Went Awesomer:
* The free version of Unity did not play nice with our choice of version safe software, SVN, and by my estimate our (amazing) two-person code team lost 20% of the weekend dealing with issues around synching their work until downloading a professional trial late Saturday night.
* Possibly a better balance between tweaking and implementing features: considering we had so little time to get our game made before the 3pm Sunday deadline, I wonder if we could have spent less time tweaking details of the game on Saturday and more time getting features in as quick and dirty as possible. As team artist, I was aware of how motivating it was for my team to see semi-polished art early on, but also that having rougher animations available earlier than the Saturday evening sprint would have helped the team to get gameplay feedback features in sooner, allowing us to test the game before the bleeding deadline edge.
* Defining/addressing Work Needs Better: we allowed one of our teammates, the research/QA lead, to work essentially on his lap all weekend when we should have gotten him a table, and another needed more quiet space than we found for him early on. A better discussion of what each person needs to be productive should have been part of our first meeting.
* More documentation: it is hard to document everything when creating a game at 90 miles an hour, but the few times we did document our work made such a huge difference in our thinking and productivity that I suspect any bit more would have helped.

We want to thank Rik Eberhardt and Phillip Tan and everyone at the Singapore-MIT Gambit Game Lab for hosting this fantastic event and taking such good care of us all weekend, from the great organization to tech support to arranging meals. We recommend you try out all the games made at MIT this weekend. Some we are particularly fond of include:

* Run Run Run Jump: More joy than any single game should be capable of producing in one weekend. These guys shared a space with us, so yes, their sound track is permanently scarred into our brains: http://www.globalgamejam.org/2010/runrunrunjump

* Press X to Not Die: Amazingly clever and deliciously mean game, a send-up of Quicktime events with an exceptional amount of beautiful 2D animation: http://www.globalgamejam.org/2010/press-x-not-die

* Quest for Stick: Lovely Braid-like look and feel, with a very cool mechanic for interacting with the world: http://www.globalgamejam.org/2010/quest-stick

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Global Game Jam 2010: Artist Jason Reports From The Front

Global Game Jam 2010 Post #1:
It’s Friday night, 12:30am. We have just been kicked out of MIT’s Gambit labs to get a few hours of sleep before a full day of development tomorrow. The last eight hours are a blur; meeting dozens of developers, hearing the theme and constraints of the 2010 jam (International theme: deception. Local theme: abstraction. Constraints to choose among: rain, plain, Spain), taking 90 minutes to discuss ideas, with proposals flying so fast and furious my head felt full ten minutes into it, pitching our ideas, forming teams, and then getting as much pre-production nailed before they sent us packing.

I pitched a game (and found a willing team) where you are a bull in a Spanish bullfight. The goal is to kill the matador before he kills you. Being in the bull’s perspective, the environment we are planning is distorted; black and white Pablo Picasso-style architecture and characters, where the matador is practically invisible unless you are a few feet from him, but his flowing red cape tantalizes you at every turn (yes, we know Bulls can’t actually see the color red. Game is more fun this way. We think.).

We started by making sure everyone had everyone else’s contact info, wrote up a design doc and rough asset list, discussed how we plan to communicate and treat each other, decided on tools and how we will handle version control, and looked up reference material. While beginning a VERY rough prototype, we watched about two hours of bullfighting video, and found ourselves, already in the mindset of the bull, booing the humans.

Can we get this done by Sunday? We have two programmers (one an industry pro, one currently at MIT) using the Unity engine, one sound designer from Berklee, a QA/research lead from Sloan, and me making the art. I have no idea where we will be on Sunday, but I am excited about the team.

More tomorrow,
Jason

Who would kill this cute little bull?

Who would kill this cute little bull?

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