Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC Next 2013


View larger image
 


QTY:

From Game Jam to Full Game - Super TIME Force & Other Shining Examples (GDC Next 10)
Price $3.95
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDCN13-25755_OYKE
Statistics
Description
From Game Jam to Full Game - Super TIME Force & Other Shining Examples (GDC Next 10)
Nathan Vella | President and Co-Founder, Capy Games

Location: Room 515 A
Date: Tuesday, November 05
Time: 4:15pm-4:45pm
Format: Session
Discipline: Production, Business & Marketing
Track: Independent Games
Vault Recording: Video


Game jams - where small teams create a playable experiment on a micro-schedule - have risen from a tiny following to a full-fledged piece of the game dev world. With global, local, themed and in-studio jams happening all the time, it's no wonder that every so often a jam game transcends its three day dev cycle and becomes something larger: a "full" game destined for a major platform. This talk will discuss the process Capy took in bringing Super Time Force from game jam to console title, including the many positives and negatives this style of development entails. In addition, it will take learnings from other developers who have gone from jam to release, including Greg Rice (Double Fine Amnesia Fortnight), Itay Keren (Global Game Jam), Ben Esposito (Molyjam) and Kyle Pulver (local jam in Phoenix, AZ).
Takeaway
The talk will focus on the creative and production challenges faced when creating a game this way, and potential ways of overcoming them. Further, it will discuss promotional opportunities and pitfalls that come along with developing this way.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.