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Game Jam Context

Game Jam Context

What is a Game Jam?

A time based event where participants (mostly game developer) form teams and build a game from scratch in a limited time set. Here are some common formats.

Event Duration Typical Team Size Notes
Ludum Dare 48-72h Solo or 2-4 Oldest online jam, post-mortems required
Global Game Jam 48h 2-5 In-person sites worldwide
Game Off 1 month Any GitHub-hosted, relaxed pace
Local / University Jams 24-48h 1-5 Variable formats

The 48h Constraint

48 hours is roughly 3-4 full workdays compressed into a single weekend. It is less time than it seems :/

A few restrictions make this different from most other projects:

  • Tools have to be ready before the jam starts. Learning a new engine mid-jam is how you don’t finish.
  • Theme drops at the start. You find out what you’re making when everyone else does.
  • Scope has to fit the time. Not what you would like to build what, more what you can actually ship in 48 hours.
  • Parallel work is capped by team size. With 1–5 people there is no one to cover a feature that runs over time, so anything that is not essential becomes a risk.

Common Pitfalls

The post-mortem analysis from Ludum Dare 36/37 showed 8 common anti-patterns that happend across different teams. They are documented in detail for you in the Practices section:

  1. Overthinking in concept phase
  2. Feature creep
  3. Late design decisions
  4. The pivot dilemma at hour 24
  5. Perfectionism
  6. No architecture planning
  7. Neglected tutorial and onboarding
  8. Decision by committee

The survey data from earlier game jams shows these exact patterns are not even new. The same problems have happend consistent since Ludum Dare’s early years:

Ludum Dare 22 Post-Mortem Survey — 747 respondents

Post-Mortem Sources

For transparency all sources are listed here -> Where the data comes from But to give some credits for some post-mortems which helped a lot for the findings I list them here:

  • Hyper Holomayhem (JorgeGameDev, LD37)
  • One Room Hotel (TerraCottaFrog, LD37)
  • One Room Factory (Zgragselus, LD37)
  • Remote Operations Team (HuvaaKoodia, LD37)
  • HourGlass Collector (skorpyo, LD37)
  • Ludum Dare: The Game (DDRKirby, LD37)
  • Colossorama (JorgeGameDev, LD36)
  • Revenge of Tutankhamun, Burning Light, Tori Tori Panic (LD36)

What made these post-mortems useful ist that successful teams had the instict to apply methods without any formal training in those methods. That pattern is what this playbook is built on.