Molyjam Deux: The Results

July 25th, 2013

Originally published in Las Vegas Citylife on July 10, 2013

Game jams are exhausting. Forty-eight hours of concentration, problem solving, design, and compromise, followed by an hour or two of tension and high anxiety as the developers attempt to bundle everything into a single working cohesive piece to demo. If a team is lucky, development aligns enough with the initial game plan that the full-day work sessions are punctuated by sleep. Some of the teams aren’t so lucky, powering through on willpower, caffeine, and the demands of a deadline. Game jams are amazing.

This week: Molyjam wrap up!

Okay, first a brief recap. Molyjam is an annual game jam where current and aspiring game developers gather and create video games over the course of a single weekend, all themed in a loving mix of homage and parody of renowned designer Peter Molyneux. This year, the stated rule was that all game concepts were to be based on actual Molyneux quotes, pulled freely and without context from over two decades of interviews and presentations.

(For the less brief recap, read my previous column.)

On the evening of July 5th, a dozen game developers in Las Vegas gathered together at SHFL Entertainment’s interactive office, formed teams, came up with concepts, and hunkered down to work alongside hundreds more from around the world, all simultaneously creating games for Molyjam.

Two days later, over 250 titles by nearly 800 developers had been submitted to the Molyjam website. While the majority of the games are playable by anyone on a standard Mac or Windows computer, some teams chose more niche platforms (the Oculus Rift VR headset was especially popular this year), and one programmer even designed and wrote a game for the Atari 2600.

For some participants, just the act of completing something mostly playable in two days is enough. Others will continue to hone and polish their projects over the coming weeks, so if you come across a submission you especially enjoy, be sure to let developers know, and keep an eye on them for future announcements.

Full story, after the jump »

Molyjam Deux: You Thought You Molyneux

July 24th, 2013

Originally published in Las Vegas Citylife on June 27, 2013

lasvegas_molyjam

In April of 2012, well over a thousand game developers, both new and accomplished, gathered in groups around the world and began to hammer away at their keyboards.

Over the course of a single 48 hour weekend, several hundred video games were created, demoed, and submitted online for anyone to play.

Next weekend, beginning on the evening of July 5th, we’re doing it again.

This week: the game jam column!

By the time the Internet at large had caught on to what he was doing, Adam Capone had been tweeting under the guise of @PeterMolydeux for well over a year. Via the Twitter account, a parody of the sometimes brilliant and often bombastic game designer Peter Molyneux (creator of Populus, Black & White, Fable, and more), Capone would post surreal and fanciful game concepts, ideas that, like their target of inspiration but cranked up to 11, often straddled the line between potential and absurdity.

@PeterMolydeux: You are a Pigeon who must go around the city trying to persuade business men not to jump off buildings by retrieving items from their home.

@PeterMolydeux: 3D adventure game where you have amnesia and wake up in a gigantic museum where every room is devoted to a year of your life

@PeterMolydeux: What if you could plant seeds that grow into cover systems?

Molydeux’s tweets were mostly an amusement to a growing cadre of readers – sometimes light jabs at Molyneux and the game industry, sometimes enjoyable thought experiments. And then on March 13, 2012, Anna Kipnis, a programmer at game studio Double Fine, posted the following:

@doubleanna: has there already been an indie game jam where each team picks an idea from @petermolydeux and goes for it? it needs to happen.

Almost immediately, wheels began to turn. Anna was joined by industry vets Chris Remo, Patrick Klepek, and Brandon Sheffield, and the four of them conspired to make the concept a reality. Soon, others from around the world (myself included) jumped onboard to organize local events. Venues were secured, a website was built, and word began to spread. The game jam was going to happen.

Oh, right. Game jam.
Full story, after the jump »

The FP: The Game.

May 31st, 2012

There gon’ be a 187 up in here! A mo fuckin’ 187! Who’s it gonna be?!

Molyjam 2012 – When Doves Cry

April 3rd, 2012

We made a game for Molyjam (official entry here). I’ll write up more later, but for now, go play it!

What Would Molydeux? MolyJam 2012

March 21st, 2012

What originally started out as a half-joke has now become an international event, with over a dozen cities and hundreds of game developers onboard. I’ll be hosting the Las Vegas game jam, and am currently finalizing location and sponsors.

The concept, in a nutshell:
Choose a game idea tweeted by PeterMolydeux (here are some of his favorites), team up with a few friends or strangers on the evening of the 29th, and then spend the weekend of March 30 – April 1 making a game.

If you’d like to take part, RSVP via the Facebook event link below. Cajole friends into signing up and form your own team, or group up with strangers and make some new friends. Win win.

RSVP for MolyJam 2012 Las Vegas

Update! Details!

So here’s the plan:

Meet at the Shuffle Master Interactive studio on Friday evening at 7:00pm. From there we’ll assemble teams, game concepts, and introduce the whole thing.

Teams can work together however they want over the weekend. The studio will be open and food and drinks will be served (huge thanks to Shuffle Master for sponsoring!).

At 7pm on Sunday, development will cease and we’ll have ourselves a mini festival, with each team given an opportunity to show off their game. Prizes may be awarded, but don’t do this for prizes. Do this for The Art.

Game Jam Location:
Shuffle Master Interactive
4035 S El Capitan Way
Las Vegas, Nv 89147