Bandai Japan Heads to GDC2023 for ‘Tamagotchi Classic Game Postmortem’ Session
You heard that right! Bandai will be making a splash at the GDC2023, which is the Game Developer Conference. The Game Developers Conference (GDC) brings the game development community together to exchange ideas, solve problems, and shape the future of the industry. Attendees include programmers, artists, producers, game designers, audio professionals, and business leaders.
Bandai will be attending the first ever “postmortem session” titled “Classic Game Postmortem: Tamagotchi”, a session that will walk through the history of Tamagotchi with Nobuhiko Momoi, the Director and CTO (Chief Tamagotchi Officer) at Bandai, sharing the core of the original virtual pet's success and what's been done to keep the toy relevant for almost three decades. Nobuhiko Momoi may even share where Tamagotchi is heading into the future.
“In this session, take a walk through history and learn about what was at the core of the original virtual pet’s success, what Bandai has changed about Tamagotchi to keep it fresh and relevant, and what has been kept the same to maintain brand awareness. You may even get an insight into where Tamagotchi is heading into the future.”
Attendees will uncover insights into what the Tamagotchi development team focused on to turn a piece of hardware that was designed to sit in the palm of your hand, into a real living pet that captured the heart of its owners.
GDC says this is a must-see session and is available for All Access Pass, and Core Pass attendees. GDC 2023 tickets are still available on their website if you’re looking to attend. Hosted at the iconic Moscone Center in San Francisco, California from March 20th, through March 24th, 2023. How amazing would it be to meet the Chief Tamagotchi Officer?
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Professor Mike Sellers, 29 June 1961 - 27 June 2022
We have been so touched by the outpouring of love and sympathy in the days since Mike Sellers’s passing. As we deal with the immediate needs and plan for a memorial service in the coming months, we want to ask that, instead of sending flowers or cards, all of you who knew and loved Mike please email any photos and/or stories you have of him to
[email protected] so that we can collect as many memories of him as possible. All photos of Mike are welcome, on his own or with others, and the stories may be humorous, uplifting, or meaningful in any way. If possible, please include date and location info, as well as any other context. We are planning to include these at the upcoming memorial so that we can truly celebrate the fullness of Mike’s life, but if you would like your stories or photos to be kept private or be presented anonymously, please let us know.
In honor of his many years of teaching and leadership, the Sellers family has established the Mike Sellers Memorial Fund through the IU Foundation, to benefit the students of the Game Design program Mike helped found at Indiana University. The endowment will assist in sending IU students to the Game Developers Conference every year, continuing Mike's tradition of mentoring the next generation of game creators.
To help us reach the goal of raising $25,000, donations can be made by sending a check to the IU Foundation with "Media School/Mike Sellers Memorial Fund" in the memo line, or by making an online gift here: https://www.myiu.org/one-time-gift?sc=AG21GANIUFO1GNWETF25M and noting "Media School/Mike Sellers Memorial Fund" in the "write in gift area" box. Donations of any size are welcome. Please share the information about the Memorial Fund with all those who knew and loved Mike.
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Oh Yeah! I Went to GDC
While I didn’t get The Skeleton King demo built for GDC, I still had the opportunity to go and represent the marketing efforts for Ziggurat Interactive. It was a wonderful time. I met so many incredible developers and finally got to meet online friends and developer partners in person.
It is just wild to look back. Back in middle school, I remember making games in RPG Maker 95 and 2000 and I’d use graph paper to map out video game levels and design my own. I sort of fell out of love with games for a while, but it returned with a fire in graduate school I returned to these ideas and built arcade cabinets with small experiences for one person to have in a gallery.
It was a dream come true honestly. When I was in graduate school, I would sit in a tiny basement cafeteria and eat Thai food and would just read Gamasutra (now Game Developer) articles and dream of the day I could say I worked in video games.
Now I work for a video game company, started my own studio, and got to GDC and meet designers who I admire?! It is wild. Thank you to everyone I met and took the time to talk to me.
GDC was a month ago...and I’m still tired. haha
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Tiltlabs at Game Developers Conference
TILTLABS is thrilled to announce that we will attend the Game Developers Conference (GDC) from March 20-24, 2023.
We believe that our products and services have the potential to revolutionize the gaming industry, and we are excited to share our vision with you.
Don't miss this opportunity to connect with us at
[email protected]. We can't wait to see you at GDC 2023!
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Releasing 8+ games (ft. game jams) and when to take a break
This is a write-up for my Visual;Conference 2022 talk on game jams.
I will discuss how game jams made me a better developer, walking you through my experiences as director, co-director, and direct creative roles in jam games across two years before I put a moratorium on jams.
This talk will guide you to answer the question: Should you participate in game jams? (Spoiler: yes, conditionally)
In the talk, I discussed 3 main topics:
How to Game Jam
Lessons Learned
Should you participate in game jams?
How to Game Jam
The game jam timeline typically consists of four components:
Planning
Recruitment
Development
Release
There may be some overlap between the first three, but let's go in order.
Planning
Identify your premise
Identify your scope
Create references (outline, visual references)
Before you can bring a game to life with your team (or solo), you have to put the idea on the table.
Visual references are especially important if you're working with other artists. They reduce:
Communication difficulties (does the character look like this or that?)
Schedule delays (how can they draw if they don't know what to?)
Future issues (how do you draw this again...?)
Recruitment
Have your idea set before you recruit. When making your recruitment pitch, you'll want to address most if not all of the following:
Who are you? What are you doing?
Premise of the game
Scope of the game
Requested roles
Proof of concept
Here's an example I gave in my presentation:
You might not always have everything, but people won't get recruited if they don't know you're recruiting their role.
Once you've assembled the team, be sure you verify how they want to be attributed in the credits.
If you can't find a role, remember that CC assets exist!
Organizing Your Team
I recommend having a home base such as a Discord server (communication), shared Google Drive folder (assets), and GitHub repo (code version control).
Make sure folks know project information that isn't in your recruitment pitch such as:
File types (.ogg for music?)
Engine (Ren'Py?)
Asset specs (1080p?)
Compensation (if any)
Deadlines
Communication is key in avoiding delays. Start communication before the jam.
Development
Ideally, your planning has prepared you for the development process, and you don't need to do anything but make the game during the jam.
Ideal is rare, issues popping up here and there. Some common ones include:
Q. What if a teammate falls through?
Don't panic! If you're the teammate, remember that your team lead will appreciate upfront communication.
If you're the team lead, there's a number of options to take. Cut scope in that teammate's component, take on the task yourself, try to recruit a new teammate, and or grab some asset packs.
Q. What if we can't finish on time?
A jam is a jam. Remember the trusty old scope knife. In order to avoid having to cut scope from your game, do your planning well.
Release
Jams will give you a visibility boost, but remember to market regardless.
Plan to submit a few days before the jam ends. This gives your team leeway in case delays occur.
I believe in you!
Lessons from 8 Jams
There are 3 types of roles (a bit of a simplification) you can take on in a production regardless of your creative specialization:
Team lead
Solo developer
Contributor
Each comes with pros and cons. Jams are a great way to figure out what you like to do, and what your preferred team dynamic is.
Here's some questions that might help you:
How much creative control do you want?
How do you like to communicate?
Thus with these tips for jamming in mind, we ask and answer the key question:
Should you participate in game jams?
Yes, conditionally.
There are pros and cons to game jams.
But overall, jams are a great way to dip your feet into making visual novels. Make great friends and great games.
If you're aiming for a larger production, especially one with money involved, remember that you don't need to join every jam. Why not focus on your ongoing project first?
_:(´ཀ`」 ∠):_ That's advice I need to take myself...
After note
If you're interested in learning more via case studies, please feel free to check out the following:
Postmortem for NaNoRenO 2021
Postmortem: Spooktober Visual Novel Jam (2022)
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