And so, on the afternoon of May 11th, 2012, the Toronto Game Jam (TOJam) begins.
TOJam is a three day event where game developers (from professionals to amateurs to freelancers) get together to create games over a three day period. It's a feverish rush of creativity and number crunching.
As our team, Unskippable Cutscene, works through the weekend, I'll try to post as many updates as I can. Hopefully, it will shed some light on the highs and the lows of a (very) condensed game development cycle.
Now that we've officially started, here's what's going on:
The first short term goal for me, as the game designer, is to complete the game documentation (a complete outline of what the game will be and how we will create it) for when the programmers arrive (they guys will be actually building the game). I am also working with my brother Jeff, who is doing all of the pixel art for the game, on getting the look and feel of game ironed-out.
There's a ton of ideas floating around and it's my job to take everything, condense it into some useful information for the team and plan out our development process and strategy.
As of right now, things are looking very good, but the task is still quite intimidating!
What are we in for?!?!