4.1 Inspirations
make game 97
Participants drew from a breadth of sources for inspira- try mechanic 48
tion: other games, abstract concepts, emotions, life experi- player enjoyment 44
technical skill learning 33
ences, art styles, biological systems, books and poems, mu- recreate classic 25
sic, and films. Many mentioned explicit use of the 2013 GGJ enjoy making 15
convey theme 15
themethe sound of a heart beatinginspiring the use of originality 13
rhythm in game mechanics, biological hearts as model sys- meet people 8
player impact 7
tems, and life experiences of love. raise awareness 6
The theme proved to be the most common inspiration, win competition 4
test idea 4
followed by mechanics and other games or game genres (Fig- portfolio building 2
ure 1). Game references included specific digital games (e.g. 0 25 50 75 100
Number of responses
Super Mario Bros.), playground or field games (e.g. Simon
Says or tag), tabletop games (e.g. Hive), or game genres
(e.g. platformer, card games). Other games inspired me- Figure 2: Goals for the game jam game design.
enjoying the game, impacting the player through learning programming 108
about a new topic (e.g. bee colony collapse disorder), or group 25
art 25
engaging in critical thinking about a topic. Societal-level time 24
bugs 20
design goals aimed to raise awareness about world issues. scoping 18
System-level goals emphasized creating a game of a certain none 18
expression 16
type (old school point and click adventures) or that meets balance 16
certain design criteria (multiplayer game with using [sic] collaboration 15
integration 10
physical mechanics). Participants emphasized recreating idea 10
other games, trying out new mechanics, having an original ability 7
hardware 5
game, or attempting to convey a theme through the game audio 4
structure. The GGJ theme and emphasis on innovation in- 0 30 60
Number of responses
90
spired some to set a goal for the final game system and strive
to realize the conceived system in a concrete, running game.
Figure 3: Problems encountered during develop-
Compared to the standard design mantra of focusing on
ment.
player experience, the GGJ encourages a broader range of
goals for personal gain, social improvement, or innovation.
Development centered on learning tools to implement me-
4.3 Prototyping and Development Processes chanics and removing game-breaking bugs. Respondents
Prototyping and development varied in the tools employed overwhelmingly indicated programming and acquiring and
and process for developing the game with those tools. Rel- using game development tools as their most pressing chal-
atively few respondents reported any form of prototyping lenges (108 of 280) (Figure 3). Issues around coordinat-
(127 of 241 response). Many noted that their either was no ing a team and implementing code were most prominent,
time to prototype or that they considered their final game with conceptualization and game refinement as less frequent
a prototype in itself. Others described a process that began problems. GGJ participants struggled to program their en-
as prototyping, but ended up being the final game. visioned ideas, with design-level issues and asset creation as
Prototyping processes broadly employed either paper pro- secondary concerns.
totyping (22) or engine prototyping (92). Paper prototyp-
ing used whiteboards, paper drawings, or various tokens and 4.4 Game Evolution
pieces to simulate game systems and mechanics before be- Converting a game concept into an implemented game
ginning to code the game. Relatively few participants men- typically involved changing both the intended game fea-
tioned the use of paper prototypes, possibly due to lack of tures and in-game mechanics. GGJ participants managed
experience, familiarity, or the limitations of the jam. Partic- the set of game features and game artifact in three ways:
ipants who did paper prototype described it as a beneficial (1) starting from many ideas and iteratively reducing scope;
practice: Complete paper prototype, make a turn-based (2) starting from vague ideas and building up mechanics and
version of the game. It was critical to nail the design in an ideas through implementation; and (3) starting from a core
hour and get working. idea and building it up based on testing and feedback.
Engine prototyping used game making software and en- Ideas were changed by: adding or removing planned me-
gines (most commonly Unity) to test ideas or incrementally chanics, swapping out one mechanic for an (often simpler)
build up a core game. Mechanics, levels, characters, physics, alternative, and fine-tuning and balancing a mechanic. Some
controls, animations, movement, and user interfaces were all participants included details on changes to the game objec-
subject to this prototyping process. Participants often re- tives, story and theme, art assets and animations, or func-
ported developing initial prototypes in game creation soft- tionality of multiplayer interactions (Figure 4).
ware intending to switch to a more complex development, Scope reduction started from a complex specification be-
only for the initial prototype to evolve into the final game. In fore cutting planned features, mechanics, story, or interface
these cases features were incrementally added to the initial elements (138 of 278). Cutting features reduced the overall
game until the end of the jam. functionality of the game before implementation, typically
Development processes either iteratively built on a simple because the magnitude of the task was unfeasible or time ran
prototype (67 of 93) or quickly tested multiple prototypes out. Participants removed systems within the game (e.g. at-
before moving into development (26). Iterative development tacks requiring combinations of buttons rather than single
approaches started from the core of the game before build- buttons) or reduced the total number of components used
ing upon it. Iterations would serially add new mechanics, (e.g. fewer game levels or types of enemies). Swapping me-
add or improve art assets, or balance existing aspects of the chanics occurred when already implemented systems were
game based on personal testing or outside playtest feedback. buggy or dysfunctional or when playtesting (personally or
Iterative development aimed to realize a pre-conceived game with others) showed them to be overly complex or unintu-
and hone its execution starting from an in-engine prototype. itive. Iterative scope reduction was the most common way
Test prototypes explored potential ideas to prove whether participants described their process and was typically due
an idea was valuable or demonstrate a concept to others. to development constraints.
Rarely (3 responses), this process would involve parallel cre- Concept development started from a vague specification
ation of multiple ideas before selecting the design to use. of the game and cyclically expanded the core systems while
Test prototypes sometimes became the final game, but con- crystallizing the design concept (38). Rather than carefully
ceptually differed from iterative development. Test proto- plan out a full game, a vague inspiration would seed the pro-
types checked if an idea was worth pursuing, rather than cess of solidifying ideas through incremental development:
initiating the process of iteratively developing a chosen idea. Mostly we talked the idea out, and just got to jamming. We
feature cut 59 to collecting detailed data. Interviews are limited to subjec-
none 31 tive data, but require less time and detailed data than proto-
details 28
mech cut 25 col analysis while yielding valuable qualitative insights. Us-
component cut 24
mech swap 20
ing prompt materials gathered over the course of the GGJ
genre change 17 such as in-process game builds from source control, photos
feature add 17
viz change 13 or video of onsite activity, and observer notes on the develop-
story swap 12 ment processmay ameliorate participant memory biases.
mech add 9
idea change 9 Our survey did not have identifying information on par-
viz cut 6 ticipants. Thus, we could not study of how collaboration im-
story cut 4
control 4 pacts the conceptualization and development process at the
0 20
Number of responses
40 60
GGJ. Employing a retrospective protocol or semi-structured
interview with individuals and then groups is one means to
Figure 4: Changes to design features during the jam. collect such information.
6. DISCUSSION
iterated on the first prototype, and went from there. Ex- To date, game design processes have been examined us-
treme cases involved scrapping an initial idea and restarting ing personal reflection [1, 7], small-scale individual interac-
(9) or changing the genre of a game after starting implemen- tion [11], or study of complete games [2]. We complement
tation (17). Concept development approaches emphasized this work by with a large-scale analysis of time-constrained
exploring alternative ideas over detailed pre-planning. game design, examining development process trends. GGJ
Idea expansion planned a small game and extended it participants have diverse inspirations and set goals for their
through player feedback (71 of 278). Game changes aimed personal benefit, the impact on game players, and structure
to improve usability through better feedback to players, con- of the game system. Participants rarely employ traditional
trols, or changing mechanics to better align with design prototyping, instead evolving their games by scoping down
goals. Idea expansion emphasized changing features based complex ideas, grounding a vague idea through implemen-
on player testing to refine the planned game design. Unlike tation, and iteratively expanding a simple core game.
the concept development process of design exploration, idea Our results show great potential for fine-grained analysis
expansion has a process of iterative design refinement. of the relationships design between processes and develop-
Overall, GGJ participants tend to change game features, ment outcomes. Designers vary in scoping, grounding, or
rather than compromise design ideas. Most development re- expanding out initial ideas. Our preliminary study opens
duced the set of features implemented (132 of 278), refined a number of future research questions. How do final prod-
initial ideas through feedback (77), or did not change the ucts of these methods differ? Which aspects of games are
planned game at all (31). Openly exploring possible designs amenable to incremental addition and which must be present
was comparatively rare (38). Features are more likely to from the start? How do designers recognize dependencies
change than the design ideas. Taken together, GGJ devel- among game systems and prioritize them? Relating design
opment is focused on delivering a planned idea, rather than processes to outcomes is crucial for better structuring future
experimenting with possible ideas. jams, game development instruction, and tools.
Many designers struggled to implement their envisioned
game systems and mechanics. How do they go about real-
5. METHODOLOGICAL IMPLICATIONS izing the mapping of a mechanic concept to pieces of run-
Our voluntary survey methodology has important limi- ning code? Further, development was typically iterative.
tations in coverage of GGJ participants and the depth of What kinds of feedback do designers use to guide develop-
response data gathered. Only 419 of 16,705 participants re- ment? How is feedback interpreted? What guides decisions
sponded to these questions. Respondents were likely skewed to cut features as opposed to adjust the game code? Un-
toward successful projects and those more invested in the derstanding the feedback loop between a running game and
GGJ. Thus, we cannot easily examine similarities or dif- design concepts can inform methods for teaching designers
ferences in design processes between those who successfully and building better game development technologies.
complete the GGJ and those who do not. Future research Future work must develop methods for large-scale record-
will require methods to automate survey administration and ing and analysis of design processes. Surveys provide useful
collection or ensure randomized sampling from participants. large-scale qualitative results to develop theory, but require
Survey responses are limited to the most salient aspects complementary small-scale studies of process-level details.
of an experience, preventing detailed processual information Automated recording of game development processes and
gathering. We cannot make strong conclusions about the annotating these records are one means to enable quanti-
cognitive or social processes involved in game development tative analysis at the massive scale the GGJ provides. Fu-
from this form of data. Retrospective protocol analysis ture research should build on these results to examine fine-
where participants are recorded and asked to then view this grained details of time-constrained game development and
recording and narrate their thinkingis one means to gather develop new methodologies to leverage the potential of mas-
more detailed data, although constrained to a smaller scale sive development information from sources like the GGJ.
than we studied. Retrospective protocols are typically used
for short sessions (up to hours). Modifications for longer
duration events may review only key points in the process 7. ACKNOWLEDGMENTS
or to use a fast-forward viewing approach. The authors would like to thank the Global Game Jam
Semi-structured interviews allow an exploratory approach committee, participants, and survey respondents.
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How did these mechanics change as you worked on the
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APPENDIX
A. SURVEY QUESTIONS
What was your initial goal for the game you made during
the global game jam?