Category Archives: Game Jam

Talk @ Respawn / Devcom 2017 about SNA in Games & Communites

Social Network Analysis 
in Games and Communities – Links & References




Book about Games User Research including SNA 

CFP: ICGJ- International Conference on Game Jams, Hackathons, and Game Creation Events

The International Conference on Game Jams, Hackathons, and Game Creation Events is a peer reviewed academic conference occurring annually. The conference proceedings are published though the Association of Computing Machinery’s digital library (ACM digital Library).


Calls for Participation


  • Long and Short Papers

    We invite contributions on all aspects of game creation events using scholarly methods. Descriptions of new algorithms, processes and scientific findings as well as empirical studies of implementations and applications are welcome. Submissions can be full papers about results from novel research (up to 8 pages long) or short papers describing works in progress (up to 4 pages long).

  • Late-Breaking Papers

    We invite scholars to submit papers that are relatively complete, but depend on data from the 2017 Global Game Jam. These papers will need to be scientific and be well written. Papers will be reviewed on their relevance to the conference, clarity of writing and presentation, and their “in-progress” nature. Late breaking papers should be considered short papers for the purposes of length and submission system. Note: Only selected late breaking papers will be published in the proceedings.

Organizing Committee

Conference Chairs

Proceedings Chair

Program Committee

    • Alexey Izvalov, Kirovograd Flight Academy of the National Aviation University, Ukraine
    • Ali Arya, Carleton University, Canada
    • Drew Davidson, Carnegie Mellon University, USA
    • Foaad Khosmood, California Polytechnic State University, USA
    • Gillian Smith, Northeastern University, USA
    • Johanna Pirker, Graz University of Technology, Austria
    • Jon Preston, Kennesaw State University, USA
    • Michael Adrir Scott, Falmouth University, UK
    • Peter Smith, University of Central Florida, USA


Working Group @ ACM ITICSE 2016: Game Jam Junior Working Group Education

Working Group 7: Game Jam Junior Working Group Education


Working Group Leaders:

  • Allan Fowler – Kennesaw State University, USA –
  • Johanna Pirker – Graz University of Technology, Austria
  • Bruno Campagnolo de Paula – Pontifical Catholic University of Paraná, Brazil


Game Jam Junior is designed to introduce young learners to computer science concepts in a fun and engaging way. Through introducing these concepts at an early age in an entertaining way, it is possible to influence or improve perceptions of computer science as a career. In this working group, we will discuss the potential of Game Jam Junior.

The scope includes but is not limited to:

  •  Exploring the potential of Game Jam Junior to increase diversity in computer science
  • Establishing Game Jam Junior sites
  • Identifying potential partnerships
  •  Identifying potential research projects at the Game Jam Junior
  • Identifying collaborators and partners for grant applications

Applicants should provide information about their prior experiences in organizing game jams or outreach programs involving K-12 students.


First-ever International Conference on Game Jams, Hackathons, and Game Creation Events (ICGJ 2016)

Following up from our very successful series of workshops in the past few years, we are pleased to announce the first-ever International Conference on Game Jams, Hackathons, and Game Creation Events (ICGJ 2016).

This will be a one-day conference held on March 13, 2016.

Game jams and Hackathons have become popular activities with their own unique culture and communities. Often held in a confined space for a limited duration of time, these activities offer enormous technological and social benefits for their many participants. Studies of these events can be conducted around the technical creation aspect of the activity, as well as its social and educational dynamics The research area now has a diverse and dedicated following of scholars.

Full and short papers

We invite contributions on all aspects of game creation events using scholarly methods. Descriptions of new algorithms, processes and scientific findings as well as empirical studies of implementations and applications are welcome. Submissions can be full papers about results from novel research (up to 8 pages long) or short papers describing works in progress (up to 4 pages long).

 Position papers

As the scholarship of game creation events is in its very early stages, we welcome submission of position papers on major themes or directions of this field. Though essentially opinion based, the position paper submissions should nevertheless contain research with arguments fully supported by specific references. Position papers should considered short papers for the purposes of length and submission system.

 Showcase presentations

We invite contributions from the creators of games and apps that were created in a recent game jam or hackathon. The creator(s) are required to submit a demonstration of their game and a written synopsis of the game. The creator(s) of the game will be provided the opportunity to demonstrate the game at the conference. The synopsis should be limited to one page. The synopsis will be published as part of the proceedings. These submissions will be editorially (non-peer) reviewed.


The topics can include (but are not limited to):

  • Communication skills
  • Community building
  • Creativity
  • Game design issues in Game jams
  • Game jam attendance: who and why?
  • Game jam impacts
  • Game jam methodologies
  • Group dynamics
  • Hackathons
  • Ideation
  • Learning in game jams
  • Maker spaces
  • Rapid application development
  • Team formation
  • Tools and technologies

Organizing Committee


  • Allan Fowler – Kennesaw State University, USA

Conference Chairs

  • Allan Fowler – Kennesaw State University, USA
  • Foaad Khosmood – California Polytechnic State University, USA

Proceedings Chair

  • Foaad Khosmood – California Polytechnic State University, USA

Program CommitteeAli Arya, Carleton University, Canada

  • Allan Fowler, Kennesaw State University, USA.
  • Annakaisa Kultima, University of Tampere, Finland
  • Brian McDonald, Glasgow Caledonian University, Scotland
  • Foaad Khosmood, California Polytechnic State University, USA.
  • Johanna Pirker, Graz University of Technology, Austria.
  • Jon Preston, Kennesaw State University, USA
  • Menno Deen, Fontys University of Applied Sciences, Netherlands.
  • Mirjam Eladhari, University of Malta, Malta
  • Nia Wearn, Staffordshire University, UK
  • Ryan J Locke, Abertay University, Scotland
  • William Goddard, RMIT University, Australia


At the end of the conference, there will be a short awards ceremony. The awards are:

  • Best full paper award
  • Best short paper award
  • Best showcase presentation award


Paper submission due 5 February 2016
Showcase submission due 2 February 2016
Notification of decisions 29 February 2016
Camera ready due 6 March 2016
Registration due 4 March 2016
Conference dates 13 March  2016

Paper Submission

Authors are invited to submit original research contributions, following the instructions below:

Remove author names, and any additional information in the paper that could be used to identify the paper authors. Any submissions that are not formatted to the ACM specification or include any author identification will be returned to the authors. Submissions must be in PDF format and follow ACM SIG proceedings format.

Papers should be submitted to the conference Easychair site.

All papers are peer reviewed and will be published in the ICGJ 2016 Conference Proceedings and included in the ACM Digital Library.
If you have any questions regarding the submission process, please use the following email address:


Registration is via Eventbright. 

Date and Location

March 13, 2016. David Brower Center, Berkeley, California


Please feel free to contact us through

Book recommendations

This is my personal recommendation for a reading list. And also a list of books I use for the lecture.

*** Jane McGonigal – Reality is Broken
One of my favourite books. Jane McGonigal gives some inspirations and ideas of how to use games in different contexts. Reads like a novel and avoids theoretical aspects.
*** Jesse Schell – The Art of Game Design
This is the book I am using a lot for my lecture. Very good summary of the most important design aspects from different points of view (technical aspects, player psychology, all different design things).
*** Scott Rogers – Level Up (2nd Edition)
Also a very good design on game design. I’ve especially enjoyed the bonus chapters with inspirational lists for environments, game mechanics, and different templates as inspirational resource for your games.
** Jeremy Gibson – Introduction to Game Design, Prototyping, and Development
This book gives also a very nice introduction on game design techniques, but in a more practical manner. The main part of this book is a unity and C# tutorial.
** Raph Koster – A Theory of Fun
I simple love the style of this book. It has comics and sketches 😉
* Flow – Mihaly Csikszentmihalyi
Wonderful book (THE book) about the flow experience with neat examples from all different fields.
* Katie Salen & Eric Zimmerman – Rules of Play
Very interesting book on game design with a lot of practical examples.

Note: Amazon credit me a small referal amount, should you purchase a book after following these links.

Barcamp Graz – GameDev Session

Session docu of my gamedev session at 
Game Development to unite designers, artists, programmers, audio engineers, industrials, students, humanists, …………….
Indie Game Meetups (Vorbeikommen!!) 
– 1x per Month 
Game Jams (48 hours of awesomeness ) (3-5 July at TU Graz) (Every Januar ) (May, organized by EYA)
My TU Graz Course on Game Design and Development + List of cool Videos & Readings 
Unity Development: 
    – I
    – Cool tutorial:  
    – MS Game developed with Unity: 
    – Unity Tutorials: 
Learn to code (You can learn everything 😉 ): 
Other Links:
    – Monument Valley Development Costs: 
    – Great Video: How to be a game designer: 


European Youth Award Game Jam 2015 May 29-31 in Graz

EYA is organizing a game jam to gather young creative minds for the purpose of planning, designing, and creating games within a short span of time.

The EYA Game Jam is two and a half days long and will take place in Graz, UNESCO City of Design & Human Rights, from May 29-31. EYA invites people with all kinds of backgrounds (be it programmers, game designers, artists, business students or others who are simply interested in being innovative and creating something new) to participate and enjoy productive collaboration and creativity with others. The EYA game jam themes will focus on social good and also will be aligned with Jam Today’s special topics. Find out what they are in the first hour!

Check out the detailed program here. (May 29-31)

Order your ticket here! (15€)

Project Outcomes – Game Design and Development Course at TUGraz

Following an overview of the students’ project outcomes of my first course  “Game Design and Development” at Graz University of Technology. Amazing projects! Check them out and enjoy playing them  :)

Rage of Frostie

When a sad snowman wants his carrot back he is willing to take some serious risks. Come and help frostie with his adventure by guiding through a variety of challenging levels. To do so you must throw your head, melt down, jump over all kind of danger and hide behind your self created ice blocks. So are you ready to explore this and much more ?

Technology: Design: Gimp Game Engine: Unity

Credits: Artur Knaus Caterina Nahler David Kastl Domenik “Ghosti” Melcher Rudi Wagner Music (Tom Peter) Thanks Linda Bär Armin Astrid


screenshot1 screenshot2 screenshot3 screenshot4 screenshot5


Charly, the butcher penguin

The game is a 2D hack and slay game using the Unity engine to bring the player into the bloody life of a penguin named Charly who has to travel from the Arctic to the Antarctic, crossing several other continents where he encounters waves of enemies he has to fight.
One day Charly woke up in the arctic. Nobody knows why. Maybe he was kidnapped by cola drinking polarbears. He has to return to his family in Antarctica. On his journey he has to travel through several countries. It doesn’t take long time until he finds out, that the world is full of evil. So he takes an axe and slaughters his way back home.


Technology: Unity 4.6, Gimp

Credits: Melbinger, Pranter, Schlager. Gegnergrafiken: Nikolaus Zoltan


africa arctic europe northamerica


Project Chronos.

Project Chronos is a new and revolutionary 3D Puzzle Plattformer Game. You play one of many Robots in an Underground Science Lab. You don’t know much about who you are or what is your purpose. The only thing you know for sure, you have to escape this creepy Lab. But the Lab is full of Dangerous Traps. For surviving this horror trip, you have 3 suits for you’re use. The suits are in different colors and have different abilities. You can change the color in a suit changer. You have to solve riddles and overcome gorges, and use your abilities to survive. The levels are getting more difficult, from level to level. We have also implemented 4 tutorial levels to get you going with the controls. The game will be available for PC&MAC and later on HTML5. Have fun with our game.


Technology: Unreal Engine 4 Blender Quixel Suite Substance Designer + Painter No C++ only Blueprints

Credits: Andreas Lang Mathias Punkenhofer Kevin Gruber


The Revenge Of The Dot

The Revenge Of The Dot is a fast-paced, multi-player arcade game with puzzle elements. One player controls the snake (w/a/s/d) and tries to catch and eat the dot, which is controlled by the other player (up/down/left/right). The goal of the dot-player is to defeat the snake via solving mathematical equations by collecting the correct mathematical symbols and/or by tricking the snake to run into the world’s boundary. The difficulty levels (easy – hard) vary in speed of the game and the used arithmetic operations.


Technology: – Netbeans IDE, Phaser JS (open source HTML5 game framework) – GIMP, Bristol & Audacity (graphics & sounds)

Credits: Lukas Krisper


screenshot_1 screenshot_2 screenshot_3



PapercraftX is a classical Shoot’em’up (“Shmup”) with vertical scrolling direction and fast paced gameplay! You control your paperplane/paperspaceship/paperwhatever and shoot bullets at enemies to destroy them, while evading enemy attacks. We utilized fully 3D graphics in a 2D gameplay, which proved to work quite well for this type of arcade-style game. The goal of the game is to get as many points as possible before dying. At this point the gameplay is purely highscore-focused and there’s no “winning the game”, the motivation to play again comes from the urge to either beat your own highscore or to beat the highscore of other players. For the visual design we decided on an origami look, everything you see should look like it has been crafted out of paper, even the bullets. For the origami figures 3D models were created and paper textures applied to them. This enabled us to utilize simple forms but still maintain a polished look of the final assets. The simple forms proved of great value to not distract from the fast action gameplay mechanics while still looking good. To separate the gameplay area visually from the background scenery, not only textured clouds and fog were used, but also the saturation of the textures was altered. The player can choose between three different ships, which differentiate from each other in terms of movement speed, weapon power, firerate and health. These are only starting values though and by collecting upgrades one ship can surpass the others in a certain skill although it has the lowest value in that particular skill by default. Each ship has a primary and secondary weapon, which are used by either left/right mouse button click or, when using a keyboard, the Ctrl/Alt-keys. After the ship is selected the main game can begin. Pretty much immediately after the game is started the first wave of enemies appears and the gameplay begins. To stand a chance against the waves of enemies the player has to collect upgrades, which are spawned from killed enemies. Without collecting as many of these upgrades as possible it’s impossible to survive in the later parts of the game, when the enemies not only get stronger, but also faster and their numbers increase. There are different kinds of extras to collect: Upgrades, which increase one of the four basic stats (movement speed, firepower, firerate, health). Then there are powerups, which can give you an additional clusterbomb (these are very limited and to be used with caution) or add an additional shot. This additional shot is fired simultaneously with your regular shots, in either an straight forward (“normal”) or a fan-shaped fashion (“spread”). These powerups add single shots if you collect another one of the same kind, but they also replace your current powerup if you collect one of the other kind, effectively acting as downgrades if the player doesn’t pay attention to what he’s collecting. Last but not least there are modifiers, which can add a fire (enemies burn after being hit and take damage for 4 seconds) or a water (slows enemies down, because wet paper is apparently slower 😉 ) ability to your shots. We intend on continuing with development, adding new enemies, implementing touch controls for mobile, adding epic bosses and generally adding better graphics since all of the final assets were created during the last three days of the project. Overall project duration was two weeks, we relied heavily on an iteration based workflow utilizing placeholder graphics for the programmers to work with.


Technology: Unity 4.6, Github, Blender

Credits: Phil Gosch Ilija Simic Stephan Keller



titlescreen_opaque screen_ship_combined_2 Bild 6 upgrades ship select 2


The Little Lobbyist (Global Game Jam Game)

PThis game was created during Global Game Jam Graz 2015. There were only 48 hours to finish it and we had to think of a game suitable to the slogan “What do we do now”. PLOT: You and your friends plan to go out this evening. You have an idea where you want to go and need to convince your friends to choose your favorite location. After meeting up and drinking some drinks the group decides where to go. You ask them: What do we do now? HOW TO PLAY: By engaging in dialogue, and mentioning certain topics to certain people, you try to influence the majority-decision of the group … But beware, each member of the group has her or his preferences – and influences other members of the group, as modeled by the underlying hidden social graph.


Technology: Phaser

Credits: Art Manfred Rohrer Raphaela Klein Programming Stefan Reichenauer Christian Paier Matthias Frey Ilija Simic Music Mathias Lux Management Marco Fruhwirth






  • Date: 17th April – 19th April, 2015
  • Time: 48h, see program!
  • Location: Alpen-Adria Universität Klagenfurt
  • E 2.42

The 2nd Klagenfurt Game Jam is open to everyone who likes games and wants to create, test and talk about games. Starting on Friday the topic will be revealed to all participants at the same time and random groups will brainstorm games. Then, after the ideas are pitched, team will emerge around ideas and games are to be created. Finally, on Sunday, the projects are presented to a jury and a price for the most awesome project is awarded.

The game jam is not restricted to game designers or programmers, but is open to everyone who wants to build games. Each team is in desperate need for visual and audio artist, animation experts, web page writers, storytellers, testers, …

button 2o15 – Festival of Gaming Culture

button 2o15 – Festival of Gaming Culture
06.-07. März 2015

Fr, 6.3.: 15:00 Uhr bis 03:00 Uhr
Sa, 7.3.: 10:00 bis 23:00 Uhr
Seifenfabrik Graz

Eintritt: VVK: 9,- AK: 13,-
Eintritt ab 16 Jahren

-> Vorverkaufskarten gibs im ludovico oder bei mir im Büro (Inffeldgasse, bitte Mail)

Jetzt bekommt Graz sein eigenes Gaming-Festival
Mit dem Festival der Spiele veranstaltet Ludovico seit vielen Jahren ein jährliches Fest der Spielkultur. Jetzt sollen auch die Bildschirmspiele stärker zum Zug kommen, mit einem eigenen Festival, das digitale Spiele und ihre kulturelle Bedeutung in den Mittelpunkt stellt.

Im würdigen Rahmen der Grazer Seifenfabrik werden zwei Tage lang die Geschichte der Bildschirmspiele und ihre Gegenwart direkt erlebbar – etwa bei einer spielbaren Zeitreise von den ersten digitalen Spielen bis zur Virtual Reality. Oder im Gespräch mit österreichischen SpielentwicklerInnen.

button 2o15 feiert die Spielkultur in all ihrer Vielfalt, kreativ, gemütlich und kommunikativ.

Ausblick auf unser Programm:
Spielbare Zeitreise
Startschuss für Minecraft Graz – Wir bauen Graz!
Schwerpunkt: Österreichische Bildschirmspiele
Vom Bildschirm auf’s Spielbrett – Brettspielumsetzungen digitaler Spiele