Our documentary will start one hour before the end of the game jam. The opening shot will be an over the shoulder of view of Jason or I playing a close to finished build of the game. While we’re playing, there will be a voiceover talking about what’s left to finish in the game, and how little time we have to finish it. This will establish a conflict quickly, and give the viewer something interesting to watch while we discuss the game jam. After showing the gameplay with voiceover from our interview for a bit, we’ll cut from game footage and show us, the people talking and making the game, continuing the interview.
However the game jam goes, good or bad, the documentary will end on a high note of showing the finished game being played, and an interview of Jason and I talking about doing more game jams. Outside of the class, Jason and I have decided to do more jams, and whether or not this one goes well, it’ll be a learning experience for everyone involved.
What are your main characters? What are your plans for getting footage besides boring talking head shots?
Jason, Cooper, and Quintin. We have screen recordings of the entire development process, gameplay video of the finished game, timelapse of the apartment across the entire event, b-roll of computer parts moving and booting up etc..
How is conflict driving your story?
We’re undertaking a really big task, with a really tight deadline, and are inexperienced in game development.
What kind of change do you wish to unfold in your piece?
We will show a game being made at every stage of the development process, so a big subject of the piece will constantly be changing.
What’s the inciting incident and point of entry in your story?
The Ludum Dare game jam is a 72 hour contest to complete what is normally a 3+ year task.
What issues do you foresee having to make your piece visually strong?
We need to avoid having too much video that is just us typing on the computer without any exposition or development of the story.
I did everything for this game from scratch for the 48 hour jam. I designed the game, wrote the code, made the animations/graphics, created the music and sound effects, and managed to submit my game for judging with a few minutes to spare.
A zoomed out shot of the universe you can explore in PLuTO.
I have no doubt that with the help of Jason, Quintin, and Pierce, plus and extra 24 hours, we should be able to make a pretty kickass experience.
Here be the tentative version of our pitch script:
COOPER is “debugging” by slamming his head on the keyboard COOPER notices audience and turns towards camera COOPER: “Oh, sorry! I didn’t see you there, I was just debugging some of my code in preperation for a game jam coming up on April 17th!” JASON kicks the door in JASON: “DID SOMEBODY SAY… GAME JAM!?” JASON thrusts his hand forward, revealing a jar of jam labeled “Game” COOPER slaps the jar of jam out of Jason’s hand COOPER: “NO! That’s NOT what a game jam is” — COOPER and JASON sit at a table together COOPER: “The Game Jam we’ll be doing, Ludum Dare is a 72 hour race against the clock to create a game from scratch. Every Ludum Dare has a unique theme that is announced at the beginning of the event.” JASON: “Ludum Dare is the ultimate test for any game developer. Video games are usually created over the course of a few years by large teams of developers, with big budgets.” COOPER: “…and we don’t have ANY of those things.” JASON: “Then.. …how are we going to make a game?” — JASON and COOPER sit at their computers, slamming on their computers and screaming at the top of their lungs — COOPER and JASON sit at the table together COOPER: “Without any resources and limited development experience in an environment where every minute counts, we will have to constantly iterate, problem solve, and redesign our game. JASON: Ludum Dare games hardly ever conform to the standard conventions found in most video games, and rarely end up as they were originally invisioned. COOPER: While all Ludum Dare games are unique, both the skill of the developers and the spontaneous nature of the event determine the quality of the game. JASON: Not only are we going to create a game and document the entire process. Ludum Dare, by it’s nature, will let us explore game development in a way that neither research nor traditional development could. COOPER: In short, rather than just talk about making a game, we’re actually going to make a game. JASON: And THEN talk about it.
The first thing you need to know is that it’s pronounced “Loo-dum D-ar-re”Ludum Dare is a 48 or 72 hour game jam that takes place every 4 months.Here’s an excerpt from the “About Page” on there website.
“During a Ludum Dare, developers from around the worldspend a weekend creating games based on a theme suggestedby the community.”
Game jams are an incredible challenge, and Ludum Dare is the longest running and largest online game jam in the world.
There are only two rules for the 72 hour jam we’ll be doing.
1- Work alone or in a team.
2- Create a game in 72 hours.
We cannot create any assets before the jam starts, and we don’t know what the theme is until it’s announced at the start of the contest.While ludum dare is a competition, developers aren’t competing to make a better game than each other, they compete to make the best game they possibly can. Ludum Dare is always exciting, and always a new experience, we can’t wait to take on this challenge as a team.
After midterms, Jason and I decided to merge our projects and work together.
Jason was going to make a single 3D model over the course of 8 weeks and talk about the entire process from start to finish.
I was going to interview game developers and talk about the entire process of making a game from start to finish.
Now, we’re going to work together with a few classmates to create a game for a 72 hour event, Ludum Dare. Jason quite possibly could be making dozens of models in 3 days, and instead of talking to developers about making a game, I’ll actually be coding and collaborating with others to actually make a game.
We truly have our work cut out for us, but with my previous experience doing game jams, and Jason’s background in software development, we should be able to make something worth checking out.