Xcalibur

Game Jam

Xcalibur

Game Jam

Introduction

Introduction

A game jam is a large scale, collaborative event where members of the community come together to make games in a limited amount of time. While some people choose to create their own game solo, we found that many people tend to work in groups, each team member having their own unique skillsets and backgrounds.


Studio X, the center for extended reality at the University of Rochester, has wanted to run a game jam for a long time and thus, me and my coworker Liz Hogrefe took on the challenge of designing and running it. The Robbins Medieval Library (also at the University of Rochester) has been a long standing partner with Studio X on projects like Aurum, a VR alchemical laboratory focused on historically accurate narrative and mechanics. This sparked our inspiration for a medieval themed game jam called Xcalibur, combining the technical aspects of Studio X with the Arthurian legend of Excalibur.

A game jam is a large scale, collaborative event where members of the community come together to make games in a limited amount of time. While some people choose to create their own game solo, we found that many people tend to work in groups, each team member having their own unique skillsets and backgrounds.


Studio X, the center for extended reality at the University of Rochester, has wanted to run a game jam for a long time and thus, me and my coworker Liz Hogrefe took on the challenge of designing and running it. The Robbins Medieval Library (also at the University of Rochester) has been a long standing partner with Studio X on projects like Aurum, a VR alchemical laboratory focused on historically accurate narrative and mechanics. This sparked our inspiration for a medieval themed game jam called Xcalibur, combining the technical aspects of Studio X with the Arthurian legend of Excalibur.

Research

Research

Before we began planning, we wanted to dig into what it would mean to run an event like this. We reached out to some contacts that had run similar events in the past.


Our interview with one of the runners of the local hackathon Dandy Hacks gave us further insight into how to estimate the number of people that may attend, preparing us for the quantities of food, drinks, and space we should expect to provide. We also interviewed the founder of the University of Rochester Design-a-thon who was able to set our expectations in starting an annual event of this scale. Through this, we were able to gather that, because this is a new event with no history of popularity, it may be difficult to market and gain attendance.

Before we began planning, we wanted to dig into what it would mean to run an event like this. We reached out to some contacts that had run similar events in the past.


Our interview with one of the runners of the local hackathon Dandy Hacks gave us further insight into how to estimate the number of people that may attend, preparing us for the quantities of food, drinks, and space we should expect to provide. We also interviewed the founder of the University of Rochester Design-a-thon who was able to set our expectations in starting an annual event of this scale. Through this, we were able to gather that, because this is a new event with no history of popularity, it may be difficult to market and gain attendance.

Marketing

Marketing

We began with marketing. First, we wanted to design copy that was inclusive of all backgrounds as we wanted to focus on the interdisciplinary nature at the core of the game jam. We also partnered with Studio X’s student marketing team to design graphics, posters, and social media posts. As a final effort on our marketing campaign, Liz and I utilized our connections with professors to speak in their classes about the event, spreading the news in a grassroots style.

We began with marketing. First, we wanted to design copy that was inclusive of all backgrounds as we wanted to focus on the interdisciplinary nature at the core of the game jam. We also partnered with Studio X’s student marketing team to design graphics, posters, and social media posts. As a final effort on our marketing campaign, Liz and I utilized our connections with professors to speak in their classes about the event, spreading the news in a grassroots style.

Xcalibur promotional Instagram image
Xcalibur promotional Instagram image

Instagram

Xcalibur promotional screensaver in portrait
Xcalibur promotional screensaver in portrait

Screensaver

Portrait

Screensaver

Portrait

Xcalibur promotional screensaver in landscape
Xcalibur promotional screensaver in landscape

Screensaver

Landscape

Screensaver

Landscape

Logistics

Logistics

There were lots of logistics to work through:

  • Food catering

  • Merchandise

  • Workshops

  • Furniture placement

  • Decorations

  • Judges

  • Prizes

  • Prize categories

  • Staffing

  • Overnight hours


Due to the interdisciplinary focus of the event, we wanted to include a physical games section as well, allowing participants to create board and card games with the materials we provided for them. This is a unique feature that isn’t present at most game jams which meant that we needed to come up with brand new rules and guidelines.


We also decided to go with a 32 hour run for the event which meant that we needed to make sure that we could staff it overnight.

There were lots of logistics to work through:

  • Food catering

  • Merchandise

  • Workshops

  • Furniture placement

  • Decorations

  • Judges

  • Prizes

  • Prize categories

  • Staffing

  • Overnight hours


Due to the interdisciplinary focus of the event, we wanted to include a physical games section as well, allowing participants to create board and card games with the materials we provided for them. This is a unique feature that isn’t present at most game jams which meant that we needed to come up with brand new rules and guidelines.


We also decided to go with a 32 hour run for the event which meant that we needed to make sure that we could staff it overnight.

Rough floor plan for Studio X
Rough floor plan for Studio X

Rough Floor Plan

Rough Floor Plan

Results

Results

As Studio X’s inaugural game jam, they were blown away by the success of the event. Our statistics showed that we had 22 participants across five majors and two different schools. We even had a even split of four physical games and four video games crossing a variety of different mediums and making this a multidisciplinary success.

As Studio X’s inaugural game jam, they were blown away by the success of the event. Our statistics showed that we had 22 participants across five majors and two different schools. We even had a even split of four physical games and four video games crossing a variety of different mediums and making this a multidisciplinary success.

Game jam participants demonstrating their board game to a panel of judges
Game jam participants demonstrating their board game to a panel of judges
Group of game jam participants presenting their game
Group of game jam participants presenting their game
Groups of game jam participants conversing
Groups of game jam participants conversing
Liz Hogrefe and Miles Vilke presenting the rules to the game jam to participants
Liz Hogrefe and Miles Vilke presenting the rules to the game jam to participants