Posts Tagged ‘Gamejam’

Hark: RPS Manchester Social And Gamejam This Saturday

By Adam Smith on December 11th, 2013.

This weekend, Manchester’s MadLab will play host to a two-day Ludum Dare gamejam. The capacity has just been doubled so tickets are still available and if the chance to make games, share ideas and learn isn’t enough of an incentive to show up, read on. Last year, around this time, I organised a Manchester RPS social event in Terrace, the bar next door to MadLab, and the same shall occur this Saturday, from around 3pm right through into the night. Whether you’re at the gamejam or not, it would be lovely to see you. Details below.

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We’ve Got Games For Days: 7DFPS Round Up

By Ben Barrett on August 20th, 2013.

Were you just thinking “gee whizz, there sure aren’t very many games out at the moment, I want something to play”? Were you perhaps, wondering this out loud? Maybe screaming it to the heavens? WELL CONGRATULATIONS, CITIZEN, your prayers have been answered by the gamejam god. The descriptively named 7 Day FPS came to an end last week, and has produced a heaving, sweating pile for you to pick through. All 161 finished titles can be accessed on the official website¬†along with ideas and concepts for a further 117 that didn’t make it all the way. I’ve picked out a few highlights below.

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Second Round: 7 Day FPS 2013

By Ben Barrett on August 2nd, 2013.

Alec rather impressively covered all the incredibly complicated concepts that went into the 7 Day FPS gamejam last year, but by way of recalibrating your imaginations let me lay down the basics: Developers from all around the world will digitally gather to create original first-person shooters in seven days. That’s it. Of course, you only have to look at what happened with those guidelines last time to see what we might be in for this time.

Info on the new 7¬†Hour (blimey) FPS mini-challenge and general details once you’ve blown through the barricade.

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Dispensables: Tango Fiesta

By Adam Smith on July 9th, 2013.

With all the Blood Dragons, synths and garish neon about the place, the gaming world appears to be going through an eighties phase. What’s next? Will Gordon Freeman finally return sporting elaborately sculpted hair, these glasses and brightly coloured parachute pants? Fingers crossed. In gaming terms, the eighties is mostly associated with ludicrous violence of the sort Arnie and his musclebound chums liked to dish out, often while punning with all the intensity of an RPS comment thread. Tango Fiesta is the latest game to harness the decade by the mullet in an attempt to tame it. Made in eight hours at the Rezzed gamejam, development is continuing but you can play the current version for free. Prepare to shoot men. And grass. Lots of grass.

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Summer of Science: The Royal Society Game Jam

By Adam Smith on April 4th, 2013.

For someone like me, a history buff who hasn’t done anything scientific since setting fire to his school tie with a Bunsen burner, the Royal Society is pretty much a mythological institution. Its presidents have included Christopher Wren, Samuel Pepys and Isaac Newton, and the current holder of the position, Paul Nurse, is both a Nobel Prize winning geneticist and a believer in strong public discourse about scientific matters. In May, preceding its Summer Science Exhibition, the venerable institution will host a gamejam, teaming developers with the scientists behind the exhibits that showcase the best of current research and technology in the UK. Pepys would have approved. All the details, including how to enter yourself for consideration, are below.

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Rezzed’s One-Hour Gamejam – Play The Results

By Alec Meer on July 11th, 2012.

The penultimate event of Rezzed saw me trying to organise a collection of people far more talented than I into making videogames within an hour. Less than an hour, in fact, as I hadn’t factored in getting to the stage and plugging everything in. Locked in a junk-filled sideroom, members of the Creative Assembly, Mode7, Littleloud, The Indie Stone, Strongman Games, Thomas Was Alone and more speed-coded frantically, then without pause were dragged on stage by me and interviewed about what they’d done. They did very, very well, and you can play most of resultant games below.

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Doomed To Success: The 7 Day FPS Challenge

By Alec Meer on June 6th, 2012.

Shit, I forgot to define what a 'day' is. I'm a rubbish tutor.

The trouble with the 7 Day FPS Challenge is that its name is just so damned cryptic. I’m going to have to spend hundreds of words explaining what it means to you before I can even begin to say anything useful about it.
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How Many People In This Crowd Have Seen Molyjam?

By Alec Meer on April 2nd, 2012.

RPS, the world's premier source of topical Madonna gags

This weekend saw the inaugrual ‘What would Peter Molydeux?’ 48 hour gamejam, inspired by the e’er-brilliant fabricated, Twitter-based game design ramblings of the world’s premier fake Peter Molyneux. I (with some guest contribution from Mr Adam Smith) having been combing through some of the entries and lo, I have seen divine madness at work. Some are outright genius, some are the seeds of great game concepts, some are misfires but all deserve our praise and love for being real, working realisations of ideas that were never intended to be made flesh.

(Please note, this isn’t a ‘best of Molyjam’ post – it’s just the stuff we’ve looked at so far. And we’ll probably look at more soon, because there is gold in them thar lunatic hills).
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Freebird! The Indie Buskers Want Game Inspiration

By Craig Pearson on March 29th, 2012.

2012 will be the year of the gamejam: there’s only a few hours left to pop over to the Indie Buskers website and drop an idea into their requests box. Five developers will be picking five game ideas and live-streaming the creative process for 48 hours. Why? Because they are poor and want to make something from their skills. Doing game busking on the street probably wouldn’t have the same effect as signing ‘No Woman No Cry’ for three hours, but the internet is the perfect place for strangers to watch their code spill across the screen and offer up a few coins in appreciation.
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Skyrim Tests: Skeletal Horses, Giant Enemy Mudcrabs

By Craig Pearson on February 9th, 2012.

John said  he couldn't look at the giant crab, so I'm putting it right on the front page of his site. Tee-hee. Fus Ro My! This is the second Skyrim video of the day that’s had me all wibbly. Bethesda‘s Todd Howard was on stage at the Dice Summit yesterday, and talked about an internal, company-wide gamejam Bethesda held: the Skyrim team took a week off from carving out individual fork tines and working out the perfect cloud wisp equation to make whatever they wanted for Skyrim. There’s no guarantee we’ll get to play with the results, but the buildable houses with skeletal butlers, Thief-style water arrows, combination spells, mahoosive Mudcrabs, and much more all look amazing. I’m considering starting a Kickstarter that’ll fund my trip to sit outside Bethesda for a month holding a sign that just reads: “Do It!”. Video is, you know, down there.

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