Does your game company do game jams and do they have to rebuild the code base?
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Posted 17 July 2014 - 02:27 PM
If you work in a triple a studio, do they do annual game jams?
Since 2000 I've shipped games for Interplay, Activision, Atari, and Sega, and I had to google "game jam" just now. It sounds like fun but I've never experienced the sensation of having extra time for such a thing. YMMV
Edited by Scott Bruno, 17 July 2014 - 02:28 PM.
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Posted 17 July 2014 - 04:07 PM
I work at a AAA studio, and in the last two years, we've done (I think) 4 game jams. We often have some amount of structure (like suggested themes that intersect with the type of games we make), and the jams are generally about 48 hours (people end up working two long days on their jam projects).
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Posted 17 July 2014 - 08:17 PM
It was only when they were on the verge of bankruptcy that we had a "Let's save the company with cool game ideas" jam. Half of my office had no work to do, so we brainstormed ideas individually and in groups for two days, then on the third we sat in the board room with anyone who wanted to getting up and pitching their idea to the room. After that, we went and worked on whichever of the ideas that we felt like. There were some interesting little one-man prototypes, or half-a-dozen people pulling out old shelved games and turning them into something new.
Sadly we didn't make anything cool enough to save the company though...
Nowadays I work in an office full of indie gamedev companies, so there's a lot of people who do the global game jam, etc on their own time. I did the Cyberpunk jam recently
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Posted 17 July 2014 - 11:19 PM
We've never done a formal "game jam" at my studio. However we have a tradition for now programmer hires where we have them do anything they want as a first week project. We've had a few cool things come out of that. One of my coworkers once made a skateboarding game with Kratos.
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Posted 18 July 2014 - 03:52 AM