For Global Game Jam 2018, I took on a local organizational role to make sure that things could run smoothly when our creative director, Gina Hara, was having her film, Geek Girls, launch in theatres on the same day. Nevertheless, the jam was relatively hands-off except for keeping an eye on the space, once I had made announcements, played the keynote, and helped a few people form teams. That meant that I had a fair bit of time to work with Squinky (Dietrich Squinkifer) on a project. Jammers rarely take my advice, but I never work in teams largely than three for a jam project, if I can avoid it, and in fact, two has been an even more ideal number of late for me, when working with Squinky. This year, the theme of the jam was “transmission”, and since Squinky and I are both nonbinary trans people, we decided that we absolutely wanted to make a game with trans themes and content.
We scoped tightly but ambitiously, aiming to write, record and subtitle a number of original texts as well as finding and editing other audio to fill out our soundscape. It’s rare that I work with narrative or writing-heavy projects for a jam, so I was actually quite pleased that things worked out so well this time. I think that what was helpful was that I was able to write what was working in the moment, and discard the ideas that weren’t, and that I didn’t have to sustain any of the pieces for very long. Since the narrative for our game was that the player was meant to follow a trail of radio station-style broadcasts, each piece was distinct and self-contained, but also working with larger themes related to identity, acceptance, and frustration, with a healthy dose of humour thrown in. That was helpful in terms of the writing. There were a couple of more serious, more explicitly personal pieces that I might have liked to be able to write and include for the project, but I couldn’t get that kind of writing done in the jam context, so rather than getting stuck on that, I wrote several pieces simultaneously, moving around when I got stuck.
When jamming, one core challenge is to on-goingly check in and understand your teammates’ needs and negotiate each other’s expectations — in our case, our schedules didn’t necessarily match up, since Squinky is a bit of a night owl, and I had to be at the jam relatively early to watch the space as one of the organizers. I would have preferred that we could be at the jam space at the same time and spend as much time as we could on the project (although I always make sure to have 8 hours of sleep a night during jams, regardless of what’s happening) — but I understood Squinky’s needs. Similarly, Squinky was concerned about the scope of the writing and audio involved in the game, given the jam context, but once we had gotten started, I really wanted to foreground the writing and audio and work with a distinct gated narrative, so I pushed for it.
The jam went smoothly on the whole!
I used my Zoom H2n for the first time, and am super pleased with how easy it is to use and how good the sound quality it produces is. In the end, we got it all done, including writing and recording an original theme song. In the end, we got it all done, only to discover during the first few minutes of playtesting that some of the audio was accidentally skipped because it was triggered when people accidentally passed the right station very quickly. Since Squinky isn’t big on crowds and there was a lot of potential for sensory overload, they decided to go somewhere quiet and add a delay as to how much of the audio had to be played from a story-related clip before the player could move on to the next. That prevented any accidental speed-running of the game.
I am super glad with how the project turned out and I feel very good about the trans-positive content that I wrote. Squinky is a very resourceful programmer too, which really allowed us to push that extra little bit to make the game feel right.
The github repository for the project is here.
You can play the game here <3. If you do, please feel free to let us know what you think on twitter (our handles are in the credits at the end of the game).