Transforming a Game Jam Project into a Full-Fledged Release: A Developer's Journey
Participating in game jams is a common way for aspiring developers to gain experience, and sometimes these projects can evolve into successful, fully-fledged games. Examples of such games include Baba is You, Goat Simulator, Celeste, Inscryption, Snake Pass, Donut County, and Superhot. Eyes in the Dark: The Curious Case of One Victoria Bloom, developed by Croatian studio Under the Stairs, also originated from a game jam. Released last month courtesy of Gearbox Publishing, Eyes in the Dark is a striking black and white roguelite. According to Vladimir Bogdanic, the game's development was somewhat accidental. Bogdanic, who also runs a web development company, enrolled in a game design course and participated in a game jam, where the initial prototype for Eyes in the Dark was created. The team's approach to the game jam was to keep things simple, with a focus on creating a unique and resonant concept that could potentially expand into a full game. However, Bogdanic notes that many game jam projects lack the depth and complexity required for a full-fledged game. After the game jam, the original team fell apart, and it took around a year for Bogdanic to revive the project. He realized that game development is a business and that it's essential to have a solid understanding of the industry, including funding, investment, and publishing. Bogdanic's experience with game development has taught him the importance of pacing himself and avoiding crunch time. He believes that a more relaxed approach to game development can lead to more creative problem-solving and better outcomes. When it comes to game jams, Bogdanic advises developers not to put too much pressure on themselves to create a breakthrough project. Instead, they should focus on developing a solid concept and letting things happen naturally. Once a project has gained some traction, developers can start showcasing it at events and pitching it to investors and publishers. However, it's crucial to have all the necessary elements in place before approaching potential partners. Bogdanic's team learned this the hard way, as they initially lacked the necessary information and polish to impress investors and publishers. However, they persisted, iterated on their pitch deck, and eventually found success with Gearbox Publishing. Reflecting on the experience, Bogdanic notes that narrative design is a crucial aspect of game development, and that having a solid game design document is essential. He advises developers to focus on the core mechanics and pre-production, and to be prepared to cut down their scope and iterate on their concept.