Some developers work on a game for years, some work a decade, some never finish what they started and some simply try to experiment where and when they see fit.
52 games in 52 weeks is quite a treat
Adriel Wallick is one of those people who have quite a nice track record with games like Rock Band Blitz (although being more involved with indie titles), and she did what other people would either consider crazy or astounding: For a whole year, she set herself the task to develop one game per week. She ended up with 52 games in total in 2014. Quite an achievement, even if they might not be perfect for marketing or even playing in such a short amount of time.
The ups and downs of creative freedom
Being creative and being free are certainly two of the most important things when trying and actually persevering with something like this, but limiting oneself to a certain time frame seems to work best. After having taught many creative writing classes at university (if teaching is the appropriate term), I can safely say that too much freedom and no time constraints don’t keep good company and barely have good results, as one often doesn’t have the nerve to finish everything (sometimes a good idea with specific ideas, though). A tight deadline is therefore paramount to keep one’s writing, or in this case programming, in check.
Jam on a Tram… oh, Train
And if that’s not crazy or inspiring enough, why not embark on a journey by train and get a game (or more) done? This is what the Train Jam is all about. The goal is to develop games during a 52-hour train journey (52 again, see?) from Chicago to San Francisco where the Game Developers Conference takes place (this time February 26 – 28, 2015).
Inspiration travels fast and in good company
Again speaking from my own creative writing experience, there’s certainly something inspirational about the place one can be productive in. Even if it’s code people write during the train journey, travelling for such a long time in a confined space with like-minded people but simultanously having so many impressions passing by in the form of landscapes, cities, etc. surely makes for a great experience.
So if you’re an aspiring developer and wanted to visit the GDC anyway, if you’re a student of game design, or if you’re simply interested to see how this whole thing works, head over to the website (where I also took the photos from).
A mega event with mega games shown at the Indie MEGABOOTH
As an interesting side note: Adriel Wallick was/is also involved in the Indie MEGABOOTH project which was great to see in action at the Gamescom 2014. Which reminds me of some article(s) which have to be written in the near future… But for the time being, just make sure to check out this amazing event and how it brings (indie) gaming to the public eye next to other exciting events.
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