excerpt:"If this is the revolution, it sure is quiet. Nothing but occasional conversations and hushed taps on laptop keyboards. Then again, these teams of programmers, graphic designers, and musicians of widely varying expertise are only halfway through the roughly three-day process of making a fully realized video game as part of the Global Game Jam. The table filled with bagels, pretzels, coffee, and hand sanitizer offers a hint of the storm that will follow this relative calm.
The organizer behind the caffeine, carbs, and cleanser is Joey Harding, University of Texas undergraduate and events officer for the school's Electronic Game Developers Society. "They are seeing how it all fits together," Harding says, sitting one room over from the handful of teams assembling the pieces of something fun and/or compelling. He's ready to offer guidance or perhaps a shoulder to cry on as deadline approaches.
With such a tight schedule, team members will likely be tossed into unfamiliar waters of the development process and be asked to swim, or at least tread water. Perfection is not something achieved at GGJ. More than that, there are no winners and losers. But with 900 games made throughout six of the seven continents (maybe next year, Antarctica), a statement is being made: We're quick and agile, and we don't need the big boys of corporate gaming to have our fun – or make our fun, for that matter.
Who's Having Fun?
What kind of games are these teams making? Dictated by the pace of the jam, the creations are generally short-play arcade-style experiences. One can imagine putting quarters in before each turn. Anyone who has played Tetris or Ms. Pac-Man knows that short-and-sweet