tumbleweed express: a tale of 54 game jams
TRANSCRIPT
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Tumbleweed Express: A Tale of 54 Game Jams
Matthew Louis Mauriello
Project Manager (@mattm401) IGDA DC Chapter Meeting
June 28th, 2016 (@IGDA_DC)
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INTRODUCTION
Human Computer Interaction Laboratory
makeability lab
Matthew Louis Mauriello PhD Student, Comp Sci. (HCI)
Design Thinking Process
Image by Stanford d.School
Aspiring Indie Dev. (2003) Deceptive Driving (2010) Beans vs. Waffles (2011)
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This is a story about how a bunch of strangers
got together and made a game about a train
by working ~(once a month) over 4.5 years.
…it’s also a story about how I learned what it
means to be an amateur.
INTRODUCTION: OUR STORY
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Deceptive Driving (2010)
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Deceptive Driving (2010)
As indie game developers you may have
been involved in a number of projects that
implode or become inactive; for many
reasons, this is a common experience within
our community.
This certainly happened to me right before
my transition from IGDA Albany to IGDA DC.
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Backstory
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Backstory
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Backstory
After Global Game Jam 2010,
IGDA DC heard from many of its
members that they did not know
how to fully participate in a large
game jam.
To address this issue, the chapter
decided to organize a few small
game jams leading up to the
next Global Game Jam.
This was my first project with the
chapter, which lead to a short
tablet game being published on
the App Store.
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Deceptive Driving (2010)
Beans vs. Waffles (2011)
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Based on the positive reception of this first
game jam, we decided to hold a second.
What happened next was the genesis of the
project Tumbleweed Express and the founding
of The Dirigiballers, LLC.
INTRODUCTION: GENESIS
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Backstory
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TIMELINE
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
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TIMELINE
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
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(VERSION 0.0) INTRODUCTION
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TIMsELINE
Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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(VERSION 1.0) INTRODUCTION
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TIMsELINE
Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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TIMELINE
Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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(VERSION 0.0) YEAR 1: GAME JAM 1
(1) Pitch Projects
Quick Sketches (2) Present Ideas
Group Discussion
(3) Ideate
Prioritize Features
(4) Build
Rapidly Prototype
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(VERSION 0.0) YEAR 1: GAME JAM 1
(1) Pitch Projects
Quick Sketches (2) Present Ideas
Group Discussion
(3) Ideate
Prioritize Features
(4) Build
Rapidly Prototype
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(VERSION 0.0) YEAR 1: GAME JAM 1
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GOALS: EXPECTED PROJECT OUTCOMES
1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
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(VERSION 0.1) YEAR 1: CREATE GAME DESIGN DOCUMENT
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(VERSION 0.2) YEAR 1: GAME JAM 8
Continue Game Jams
One Weekend A Month
Prototype, Evaluate, Iterate
Incremental Progress
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(VERSION 0.2) YEAR 1: GAME JAM 8
Continue Game Jams
One Weekend A Month
Prototype, Evaluate, Iterate
Incremental Progress
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(VERSION 0.3) YEAR 1: GAME JAM 8
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YEAR 1: MAGFEST SUBMISSION (VERSION 0.3)
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YEAR 1: MAGFEST RESPONSE
“Hi & good day to you!
I’m proud to announce that you have been selected to be a
part of the new Indie Game Showcase for Magfest 11!
If there are any questions prior to the start of Magfest 11,
please don’t hesitate to email me directly. Thank you for
your time and congratulations!!!
Cheers,
Gabriel G.
Indie Game Showcase.”
(VERSION 0.3)
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Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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YEARS 2 – 3: 1ST OF MANY CRUNCHES
To start, the team prepared for MAGFest 11.
Team members worked constantly over the
winter holiday period to complete the first full
demo of Tumbleweed Express.
(This was the 1st of many crunches that preceded our deadlines.)
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(VERSION 0.4) YEAR 2 - 3: GAME JAM 13
VIDEO AVAILABLE AT: HTTPS://WWW.YOUTUBE.COM/WATCH?V=49_QUD93U20
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REFLECTIONS: THINGS LEARNED
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1. External deadlines are great for productivity.
REFLECTIONS: THINGS LEARNED
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(VERSION 0.4) YEAR 2 - 3: MAGFEST 11
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(VERSION 0.4) YEAR 2 - 3: COLLECTING FEEDBACK
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(VERSION 0.4) YEAR 2 - 3: BUILDING INTEREST
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YEAR 2 - 3: MARKETING
“Are you guys on Twitter?”
(VERSION 0.4)
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YEAR 2 - 3: MARKETING
“Are you guys on Twitter?”
No. Oops!
(VERSION 0.4)
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1. External deadlines are great for productivity.
REFLECTIONS: THINGS LEARNED
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1. External deadlines are great for productivity.
2. It is never too early to start marketing.
REFLECTIONS: THINGS LEARNED
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YEARS 2 -3: AFTER MAGFEST
1. LLC Creation & Work Agreements
2. Process MAGFEST Feedback
3. Update Game Design Document
4. Join Social Media
5. Migrate to BitButcket & Utilize Ticketing
6. Roster Changes & Hiring Developers
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YEAR 2 - 3: MAGFEST MOST REQUESTED
Attendees of MAGFest played 196 games of Tumbleweed
Express and generated 259 unique tickets that included:
feedback, feature requests, bugs, and user experience issues. After cataloging these issues, the top items included: Add Radar; could be a purchasable option (14 Requests)
Boss needs indicators for where to shoot and colliders (8)
Destructible spawners (8)
Mouse sensitivity needs to be adjustable (7)
Iterate on design of battle menu; it's confusing (6)
Weapon switching is slow and cumbersome (5)
Put on Steam with achievements (4)
Drillcars are very aggressive (4)
Track switching and destination control (4)
…
(VERSION 0.4)
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(VERSION 0.5 – 0.7) YEAR 2 - 3: THEN AND NOW
VIDEO AVAILABLE AT: HTTPS://WWW.YOUTUBE.COM/WATCH?V=HFBR2-WYYBI
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(VERSION 0.5X) YEAR 2 - 3: EXPERIMENT
VIDEO AVAILABLE AT: HTTPS://WWW.YOUTUBE.COM/WATCH?V=8VMDLYWGOPA
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1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
GOALS: EXPECTED PROJECT OUTCOMES
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1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
GOALS: EXPECTED PROJECT OUTCOMES
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Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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(THOUGH UNSUCCESSFUL, IT WAS GOOD FOR PRODUCTIVITY TO HAVE THIS AS GOAL) YEAR 4 – 4.5: SUBMIT TO IGF
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(HELPED US MOVE TOWARDS RELEASE AND EXPAND THE COMMUNITY) YEAR 4 – 4.5: SETUP STEAM GREENLIGHT
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(ATTEMPTED TO ACQUIRE FUNDING AND INCREASE MOMENTUM) YEAR 4 – 4.5: RUN A KICKSTARTER
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Oculus Rift
Support
Co-Op
Support
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1. External deadlines are great for productivity.
2. It is never too early to start marketing.
REFLECTIONS: THINGS LEARNED
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1. External deadlines are great for productivity.
2. It is never too early to start marketing.
3. Developing a project takes more than
having the code, art, and audio.
REFLECTIONS: THINGS LEARNED
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YEAR 4 – 4.5: SCOPING BACK
Having an unsuccessful Kickstarter was still
valuable because the project’s audience
expanded and the team better understood
what fans wanted. However, it was time to
return to the game design document and
scope back (e.g., by removing experimental
features like VR and Co-Op).
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YEAR 4 – 4.5: PRESSING ON
Thanks to the project’s expanding community
and the team’s continual updating of the
project, social media, Steam Greenlight, etc…
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1. External deadlines are great for productivity.
2. It is never too early to start marketing.
3. Developing a project takes more than
having the code, art, and audio.
REFLECTIONS: THINGS LEARNED
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1. External deadlines are great for productivity.
2. It is never too early to start marketing.
3. Developing a project takes more than
having the code, art, and audio.
4. Persistence is important.
REFLECTIONS: THINGS LEARNED
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(VERSION 1.0) YEAR 4 – 4.5: REMOTE JAMS BEGIN
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(VERSION 1.0) YEAR 4 – 4.5: DATA DRIVEN TIMELINES
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1. Make a fun, 3D game about a train in
approximately 3 years time.
2. Submit a build to the Independent
Games Festival (IGF).
3. Complete the project with support for
Windows, Mac, and Linux.
4. Release the game on Steam.
GOALS: EXPECTED PROJECT OUTCOMES
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(TEAM AND FRIENDS)
RELEASE DINNER: MAY 31ST, 2016
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CONCLUSION: WHAT I LEARNED
Am·a·tuer (noun): The English word amateur
came from a French word which in turn came
from a Latin word that meant “lover.”
In English, amateurs are so called because they
do something for the love of doing it and not
for pay. (Merriam-Webster)
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Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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Year 2 : Development & LLC Formation
(2013)
MA
GFest
Year 3: Development
& Iteration (2014)
Year 4: IGF, Kickstarter, & Steam Greenlight
(2015)
Year 4.5: Steam
Release (2016)
Year 1: Design & Prototype
(2011 - 2012)
TUMBLEWEED EXPRESS: 1 – 54 GAME JAMS
IGD
A D
C
IGD
A Balt.
Gam
escape
VG
U
IGD
A D
C
Gam
escape
BFIG
TMG
MA
GFest
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YEAR 4.5: IGDA DC PANEL DISCUSSION (VERSION 1.0)
Matthew Louis Mauriello Project Manager
Jacob Clayman Lead Designer
David To Programmer
Thanks for Listening!
Questions?
David Weiss Level Designer
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Tumbleweed Express: A Tale of 54 Game Jams
Matthew Louis Mauriello
Project Manager (@mattm401) IGDA DC Chapter Meeting
June 28th, 2016 (@IGDA_DC)