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Hello everyone! Wanted you to be the first to know that the GMTK Game Jam for 2019 has a date. It kicks off August 2nd, 2019. Sign up here!

I've made a short video to announce it - and there's a new logo for the jam, to boot. I wanted a logo that represents that making a game is about way more than typing code, so the handwritten "jam" represents creativity and art.

And the red represents Strawberry jam! That's a joke. Or is it.

Cheers. Now i'm setting up the Wii U for a big Metroid Prime 2 playthrough! Phew! It never stops at GMTK towers.

Mark

Files

The GMTK Game Jam Returns for 2019!

More info - https://itch.io/jam/gmtk-2019 Late Night Tales - Lee Rosevere (https://leerosevere.bandcamp.com/track/late-night-tales)

Comments

Necther Louie

Cryptic Logo - Porcedural Generation - Roguelike theme confirmed!

Oskar van Velden

Damn. After a couple of years not participating and eagerly awaiting this years GMTK Game jam ... and now I can't participate, since I'll be on vacation starting 3rd of August :( I do look forward to the results - since they are always amazing

João Santos

Out of genuine curiosity: Is there a reason gamejams (in general, but this in particular) are often 48 hour affairs as opposed to, say, a week to a month? I can understand the argument if you need to be physically somewhere, and I can understand that part of the idea is to be able to be quick and adaptable, but... Like, I would love to participate in more gamejams as a game design exercise, but have a full time job and have no intention of - nor do I like the idea of encouraging - going into crunch mode for the duration of a precious weekend. What's the argument against encouraging a more relaxed pacing and more fleshed out ideas?

Game Maker's Toolkit (GMTK)

I think there are some longer jams, and I wouldn't be against doing them in the future. I think the idea is to really push people's skills, and put a huge limitation on people and see what happens!

João Santos

I understand the argument, I just find it weird that people have no issue with an approach that is effectively exclusionary (few people have the luxury of taking that time to work exclusively on something), and that to all intents and purposes encourages crunch mentaility. Don't get me wrong. It's ultimately down to your own goals and intentions as organizer, and like you mentioned there are plenty of alternatives. But like I said, I was genuinely curious.

Cyber Twilight

There are a few reasons why Game Jams are usually in a relatively short span of time, as far as I can see. The two biggest are for it to basically act as a hyperbolic time chamber, IE, a condensed training regimen (for instance, with scope, it's really easy to get carried away and lose track of it on a week or an entire month. It's also easier to train communication when you've only got 2 days of it.) and the empowerment it gives you to be able to proclaim you've made games in 2 days - it's also a very important thing to get into the head of general public and game devs: Games, with enough planning and scope management, can be made in absolutely any single timespan. Quality comes from managing that time effectively, not from having more time to make it. But that's just my view.

Jerome Ciarkowski

Ah, same--my friend! Halo Output Discovery will be in Chicago starting August 2nd...

Cyber Twilight

Oof... there's a big game jam happenin' in the exact same time period as the GMTKJam here in Rio... Tough nuts. It even has quite the global reach: https://www.gamejamplus.com/ Should I miss my perfect record of participating in GMTKJams? Touch choice ;~; Still, excited for all the games to come out of it! They're always really great~

elliotb

I agree with João Santos here. As a beginner dev with a (non-gaming) full time job, there’s no way I can pull off a 48 hour game jam. I just participated in a 2-month jam and it was the perfect length for me personally. Even for professionals or experienced devs, a 48 hour window endorses a culture of crunch, something that I’ve seen Mark speak out against.

Qwerty

> And the red represents Strawberry jam! That's a joke. Or is it. Strawberry Jam is already an annual game jam run by someone else; you cannot claim it.

DP

I have very little experience with itch.io. Would a PuzzleScript game uploaded on itch.io qualify for "Anything, provided you can upload a file that runs on Windows to itch.io." I assume using an engine like that qualifies in terms of "code has to be original"?