![]() ![]() But with 900 games made throughout six of the seven continents (maybe next year, Antarctica), a statement is being made: We're quick and agile, and we don't need the big boys of corporate gaming to have our fun – or make our fun, for that matter. More than that, there are no winners and losers. Perfection is not something achieved at GGJ. ![]() With such a tight schedule, team members will likely be tossed into unfamiliar waters of the development process and be asked to swim, or at least tread water. He's ready to offer guidance or perhaps a shoulder to cry on as deadline approaches. "They are seeing how it all fits together," Harding says, sitting one room over from the handful of teams assembling the pieces of something fun and/or compelling. The organizer behind the caffeine, carbs, and cleanser is Joey Harding, University of Texas undergraduate and events officer for the school's Electronic Game Developers Society. The table filled with bagels, pretzels, coffee, and hand sanitizer offers a hint of the storm that will follow this relative calm. Then again, these teams of programmers, graphic designers, and musicians of widely varying expertise are only halfway through the roughly three-day process of making a fully realized video game as part of the Global Game Jam. Nothing but occasional conversations and hushed taps on laptop keyboards. If this is the revolution, it sure is quiet.
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