Only thing worse than the kiddo getting up at 5AM is waking up in anticipation of 5AM wakeup that doesn’t occur until 6AM. [caseyodonnell]
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Silly photo of me, courtesy of the UGA Graduate School Magazine (flip to about page 39). http://cay.si/hTGHaj [caseyodonnell]
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Dear movie industry, the first movie date night in 14 months we waste on you; you produce heinous crap. Bravo. No wonder you are failing. [caseyodonnell]
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Pre- #GDC11 game: de-cheerio the wife’s car. [caseyodonnell]
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Disturbed by "Red" from That 70s Show being the dude to kill the cop that becomes Robocop. [caseyodonnell]
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Shared UGA’s Graduate School Magazine.
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Goosebumps. RT @scd RT @thenewdeal Wisconsin Police Join Protest Inside State Capitol. http://bit.ly/gkDjMI #WIunion [caseyodonnell]
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Pre #GDC backup, offsite backup and redundant backup. One never knows. [caseyodonnell]
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No, Twitter, I don’t need to follow KaplanGradPrep. Thanks for the suggestion. [caseyodonnell]
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Hockey players on my flight. Excellent. Easton bags gave tthem away. #goingtogdc [caseyodonnell]
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This is why I always take BART. Worst taxi ever. Still #goingtogdc. [caseyodonnell]
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Splitting myself between serious games summit and games education summit this morning at #GDC11. [caseyodonnell]
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Ouch, only one of RJWF funded health games groups represented in the crowd at #GDC. [caseyodonnell]
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"We need to think about it" – Sicart on ethics and games. Many don’t want to think, they just want an answer, which complicates it. #GDC11 [caseyodonnell]
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Damn! Lost Braid to Passage in "most sexist game" argument. I had a good opponent. #gdc11 #metagame [caseyodonnell]
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Hell ya @colleenmacklin : negotiating the slippery slope between simulation and games. A huge issue for (good) serious games. #GDC11 [caseyodonnell]
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Question really demonstrated that the person/group isn’t interested in collaboration, but game developers as expendable resource. #GDC11 [caseyodonnell]
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I suck: Grim Fandango is simply a better game than Sid Meyer’s Pirates. #metagame [caseyodonnell]
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Finishing #IR12 submission materials instead of #GDC11 -ing it up. And I’m old and lame. But I do have a Mc Chouffe keeping me company. [caseyodonnell]
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#GDC11 #metagame meta-observation. Do not allow yourself to be challenged by members of a "pack." They will vote for their friends. [caseyodonnell]
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#GDC11 #metagame meta-observation-corollary: all "abstain" votes are for the loser. They simply felt bad voting against their friend. [caseyodonnell]
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Oh, damn. I couldn’t resist and clicked my cow. It has two clicks and it is lonely. Take that stupid cow. [caseyodonnell]
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Someone is having a rough morning. Seen enroute back to day two f #GDC11 http://t.co/7nRE2Cq [caseyodonnell]
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An experiment for me at #GDC11: actually attending a sponsored session. A whole day on #Unity3D, our team’s weapon of choice for #gamedev. [caseyodonnell]
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Just saw two of the AIA students who jammed with us at #GGJ11 at #GDC11. Encouraged them to go sign up for the IGDA. [caseyodonnell]
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Superb #Unity3D asset pipeline talk by @amechtley at #GDC11. Wish all talks had been this hardcore. One on UI customization was also good. [caseyodonnell]
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3D is like trying to shove a deer up a goats’ ass. The human brain is simply not prepared. #GDC11 #deergoaten [caseyodonnell]
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Had a fun conversation last night with @numberless at the "sensor meet up" about ethics and rants. #GDC11 [caseyodonnell]
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Go back and hold a GameBoy now. It’s like holding a brick with buttons. Strange for hands now used to devices like the iPhone. #GDC11 [caseyodonnell]
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My head will only explode if the 3DS has a publicly available SDK. #GDC11 [caseyodonnell]
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Wow… Tinkle Popo is trending on twitter over 3DS. #GDC11 [caseyodonnell]
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He can’t even say AppStore or put the iPhone on the chart. #GDC11 [caseyodonnell]
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#GDC suffers from a kind of schizophrenia. Developers come to learn, share, and connect. The press comes, so they are provided a carnival. [caseyodonnell]
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The University of Georgia’s Graduate School recently did a piece on the research group I’ve been working with on games and simulations. I’ve embedded the electronic version of it below. My photo is pretty funny. I’m trying to get a digital copy of it now.
It’s weird to get emails out of the blue from folks who have found code useful and offer updates. Go wxUUID from 2004! http://cay.si/i4d8yc [caseyodonnell]
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Dear Domain Registry of America. I find your "renewal" mailings bordering on fraud. You are far more expensive than my domain provider. Boo. [caseyodonnell]
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I think it’s great that #IGDAvote -ing goes through March 18th. Hopefully most candidates will be at #GCD so we meet them. Annual meeting? [caseyodonnell]
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Wow… NSF grant reviewers don’t know the difference between Unity and Flash. Impressive. [caseyodonnell]
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Mootiful/evil/irony RT @ibogost: My First Cow Clicker for iOS is here! Invest in your child’s cow clicking aptitude! http://t.co/kxpc4K7 [caseyodonnell]
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If you have children, this will make you fall from your chair: http://t.co/y82E90Y [caseyodonnell]
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Published Reflecting on #GGJ11.
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Clearly, I am not a very good blogger. The Global Game Jam (GGJ) ended nearly two weeks ago and I’ve been silent on the matter. The buzz is dead, and I’ve only now had enough time to really digest my experience.
The GGJ has become a significantly important educational and creative event for the game industry. It puts professional, independent, and would-be game developers together in a bounded 46 hour event with the goal to create a game. I have participated in every GGJ since its inception. I have organized two. I have stolen the idea at a local level and run local “summer jams.” Everything about the idea appeals to me.
The GA host site this year, SPSU, did an exceptional job, and ended up being one of the most attended locations in the world. As hosting the combined site may fall on my shoulders next year, my first question is, “how do I ensure that people make it up to Athens, when only a handful of our folks made it to Atlanta (Marietta)?”
My only real event-level frustration was the number of games now posted, which have interesting aspects that I’d love to see how they were produced, except that teams did not post the source code or art assets for their games. This is a requirement for the GGJ and it seems to have been dismally enforced this year. Here is one example of that. Though I could probably find a lot of other examples.
Reflections on SuperMegaTurboX64Box:
A group of us from Athens in concert with a handful of students from the Art Institute in Atlanta created a goofy little game, which we came to call SuperMegaTurboX64Box. The theme of this year’s GGJ was “extinction,” which means that you’ll find a significant number of games about animal extinction, human extinction, meteors, the game of life, evolution, and the death of punk/rock. I was pleased that our team attempted to tackle something a bit abstract. SMTX64B, which you can play online, was a game about the extinction of ideas, game consoles, gameplay mechanics, and variety amongst the mainstream game industry. For a project conceived of and created in a very short period of time, I was pleased by the kind of reflexivity it exhibited. Of course, we could be accused of navel gazing, but I’ll take that as a compliment for a weekend project.
I was particularly pleased by the way our team formed and collaborated. We were the most gender-diverse group at the jam and delivered a relatively polished gameplay experience. The overall design was collectively decided upon and had buy-in from everyone working on the project. My only frustration with the game was the additional features that we started adding near the end of the jam, which I think added a level of polish, but also felt a little tacked on.
Reflections on Would-be Developers at the Jam
More than anything, this proved difficult for me. Having been a member of the game development community for more than a decade now, I was surprised by how often I found myself rankled by the behavior of some of my fellow jammers. Perhaps having thrown jams in Athens, I had a distorted view of the situation. Our sites have always felt very inclusive, with voice actors/actresses, musicians, engineers, artists, designers, educators, and even people that just don’t know yet feeling welcome.
Maybe I’ve just become older and crankier, but it made me somewhat worried about the kind of culture bred amongst the majority hoping to become game developers. Volume was often a substitute for know-how or experience and bravado was used by many to ensure that others knew how awesome they were at game development. Of course the opposite was more often the case.
Especially infuriating was observing one young jammer ushering a visiting young boy away from our team of three female artists with the dismissive comment, “They’re just doing some pixel art,” to show him the 3D model he had created. Our artists were distressed and insulted by this jammer’s actions and it bothered me in a way I have trouble articulating. Of course later I came to realize that his 3D model was simply rendered out as a 2D image to be used as the background in the game he was working on.
I also observed a rather large group of young students, all from the same school, who banded together to create an art asset intensive 3D game. The core mechanic of the game, based on magnetism and puzzles was actually very interesting, but what was produced by the team didn’t actually reflect the work of such a large team. I observed many members of the team spending hours raiding on WoW while waiting on assignments from other members of their team. It was clear that their imagination of what a game jam game was was different from what they were able to produce. It also didn’t really speak to the theme of the jam.
Reflections on Production
I’ve heard that some people have criticized the GGJ for “simulating crunch,” which I can see, but it actually doesn’t make much sense. Crunch occurs over an extended period of time and is compulsory, rather than voluntary. A 46-hour period doesn’t even fit the definition. Further, the GGJ is scheduled more than six months in advance. People are capable of planning for the event and are aware of the demands it will make on them over that period. For example, this year, we planned to have my mother-in-law was in town, which provided me the opportunity to immerse myself in the event in a way I had not yet been able to.
There is also the matter of this being a fun activity. I’d compare it to a camping trip, or a bike rally. People interested in the same thing converge on a single location to have fun with others who are passionate about the same thing. Then we all go home feeling good about what we accomplished (or didn’t). How is that crunch?
In many ways it is an opportunity to also understand, even over 46-hours, the importance of sleep, rest, and breaks while working intensely. It could be that our team was on average older and more experienced, but I think that would be oversimplifying it too. Each night myself and another jammer who I’ve worked with before would pack up about 3AM and head over to the dorms to sleep (the best idea SPSU had). I’d wake up at 8:45AM, shower, and head back over. Prior to leaving each night, I’d talk to everyone and encourage them to sleep, letting them know it was what I was going to do and that I’d return at a sensible time the next morning. This helped establish the thought that we would be working during the day and not starting in the afternoon. All of our jammers slept both nights. All of us were back on the job by 10AM each morning. This meant we were rested and collaborating throughout the day.
This was quite different from what I observed on other teams, where people crashed in the wee-hours of Saturday morning and slept throughout the day. These people would then wake up, ready to work by mid to late afternoon (or even evening). Other members of their team would have filtered in throughout the day. This meant that the real Saturday work didn’t begin for many teams until after 5PM and those members who got up earlier in the day were left struggling to stay awake later to accommodate others.
Our collective project management was quite good. Though the marker boards were “claimed” early on by several teams, we managed well with our “redneck” marker boards, which were pieces of paper in plastic sleeves. They actually worked well, as they forced us to keep things small and focused. Perhaps I just assume the production role automatically, though I try to defer it every time. I enjoyed it this time around, as the game concept was clear from the beginning and we were able to parcel out work effectively.
All-in-all it was my favorite GGJ thus far.
Shared Holiday 2010.
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Published Taking Game Development Seriously.
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I’ll start this post as someone who has lived and worked in the game industry for a while now and then switch into a more “objective” register as I attempt to analyse this phenomenon from the perspective of an anthropologist and historian of game development coming from the perspective of the field of science and technology studies (STS).
Dear rest of the world now interested in games, serious games, educational, game development, gamification, or whatever other term you’re going to use to dismiss games as something akin to Nutella, which you can spread liberally on your dry toast, whether that is my inbox, US educational agendas, social networking, job hunting, or whatever you’ll thow up in the next couple of years: blow.
Its clear by now, most of you are not really interested in coming to the table and taking games and game development seriously. You’re here for the free food and don’t have a whole lot of interest in being part of a conversation that might very well convince you that games are art, educational, fun, sad, moving, motivating, frustrating, beautiful, ugly, or anything else that they clearly are, and have already been for years. I’m tired of you not taking seriously the incredibly complex creative work of an entire industry. The lame belief that by “adding points and stirring,” which is only a continuation of the previous generation of thought, “add technology and stir,” or, “add social networking and stir,” which has also clearly been done half-assedly and resulted in as much as one would expect from such feble approaches to topics so complex.
That bit of vitriol aside, from whence did it come? Continue reading »
Just wanted to let everyone know that Al’s surgery this morning went off without a hitch. The was a ton of super goo that came out, but no infection, which is good, as it means the tubes are most likely to take hold that way.
The post-anesthesia anxiety that is typical with little ones was a bit hard, but she is fine and busy now taking a well deserved nap.