Unseasonally that winter,
The heat burnished street corners
Into a filmy, snow-less static.
Songbirds twisted their heads
In confusion, as pedestrians
Gestured at one another
In hesitant notes and climes.

I think I waved at you then,
Just as your heels stuck to the mud.
For that moment, it was as though
No cars moved, nor a single reel.
And everyone spoke to each other
With an outpouring of relief and tears.
I can still feel your weathered hands.
They’re forged and calloused by
The banners you’ve hoisted,
The fences you’ve climbed,
The shields on their side and yours.

I offered you a drink to soothe
The voice that shouted against, for, with,
In a thunderclap of orations.
But you smiled and said, “I’ll tell you
Everything, after all’s said and done.”

Something glimmered that sundown,
Softly blushing, giving grace to fear,
A past participant of beauty
In the midst of calamity.
The movement of the trams restarted,
Jangling with scheduled purpose,
While I was still standing with my
Hands outstretched.

(We’re all still standing with our
Hands outstretched.)

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I’ve a delightful time speaking with Caty McCarthy, editor of Versions. Versions focuses on AR/VR/MR development at Kill Screen, including experimental works! She asked me questions about collaborative development of Eviction Notice and how it went from game jam to its current iteration with a collaborative team, how it contrasts with my work on my 3D visual novel Solace State, and how we hope people will take away from it.

Read about it here!

An excerpt:

Eviction Notice is something that came up from a game jam in the Dames Making Games community in Toronto, and it only started in July 2016. So it’s a fairly recent game. Whereas Solace State precludes that by almost two years in terms of its ideation and its concept. I was doing quite a bit of research for Solace State, and it’s about civil rights, youth movements. I tried to find a very diasporic expression for it, something where from my own ethnic background I can compare and contrast it with the institution building in the west, for example through the Occupy Wall Street protests and so forth.

From the research that I did and interviews I did with individuals who are activists or politicians, I also wanted to create a spin-off. A different tonality regarding civil rights, or the loss of culture in a slightly different format. For something like Solace State, I was very focused on breaking away from first person, so everything about that is going against the idea of configuring people in a kind of first-person-shooter experience. I wanted to disrupt that. I wanted to look at a city in a different way, from a different perspective. Eviction Notice, however, is fully into first-person because that’s part of that appeal. You want to be immersed in that environment.

Where are you from?
I ask not the typical question;
I mean how you would paint yourself,
Whence you’re developing your core.
I mean that I see myself in a nest of mazes,
Colors and meandering wildflower ideas,
Being wholly comfortable in complexities,
And simultaneously needing to gulp down more air,
Flirting with reality and dousing it with dreams.
I mean that I’m from the rolling hills that
Shift with the freckles of the clouds,
Uncertain but in love with the possibilities.
I mean that I’m hugged by the warming hearth,
A soundscape of endless conversations,
Of openness on the ground, lightness in space,
Making me ask next: What tickles your soul?

BTS, a seven-man K-Pop hip hop group, has been a creative inspiration to me in ways that I didn’t believe would be possible for my cynical-of-mainstream heart and mind. With their recent win of Mnet’s Asian Music Awards (MAMA)’s Artist of the Year Daesang, they have literally started from the bottom to win the most prestigious award for Korean musical acts. Thus I found myself writing about why this phenomenal group resonates with me and my creative development, and why I think it transcends borders for so may fans.

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BTS is the English name based on their Korean name, Bangtan Sonyeondan, which translates to “Bulletproof Boy Scouts”. It’s quite a high-flown title and reminded me of something like “Fullmetal Alchemist” at first. As they’ve explained in a few interviews, they chose this name because their music is meant to reflect the issues that teenagers and youth in their 20s in society, and use their songs as a shield against prejudice.

And I’ve been delighted to find BTS’s name and motto remains true, in their musical production as well as their visual direction that engage with social consciousness themes for a youth age group. They have done this in an unpretentious way that allows young fans to have open conversations about difficult topics on family, mental health, inequality, sexuality, and more. As someone who has enjoyed Cinema Studies in university, some have called my cultural media interests esoteric and niche and out of touch with what’s “popular”, but BTS has shown that you can have it both ways; Their strength lies in their simultaneous presentation that is both accessible and self-reflexive, with both breadth and depth.

Throughout the rest of this winding article, I will present what ingredients in their oeuvre makes them such a creative and commercial success, and key points that I believe any commercial artists of any medium who strive to talk about social consciousness in their work can learn from.

Read more

I had a great time on the evening of 2016-Nov-19 presenting to the wonderful community of Dames Making Games! I talked about my experiences so far developing Eviction Notice with the rest of my team. Eviction Notice VR is a game that first began in mid-July out of the Hyperreal Jam that Dames Making Games organized! I covered some challenges that we had developing for the Gear, especially focusing on art and production and narrative design. I also mentioned what worked well for us in terms of feedback structure and keeping everyone motivated.

Thank you for such a warm reception and support from the community! Here are some Tweets and Instagram from the event.

. @vividfoundry showcasing Eviction Notice for the @damesmakinggames Speaker Social.

A photo posted by Jonathan Levstein (@jlevstein) on

Part of the team was also in attendance! From left to right: Chris Donnelly, Sound Designer; Erika Szabo, Voice Actor (Tricia); Kaitlin Tremblay, Narrative Editor; Tanya Kan: Director, Executive Producer, Writer, Game Designer, 3D and Texture Artist, Voice Actor (Lana)

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I had a great time presenting at U of T Biomedical Communications Alumni Association’s 10th annual Unconference on 2016-Nov-19! I presented a talk entitled “Designing for Narratives in VR and Visual Novels“. I talked about my modus operandi, and my method of designing from narrative-first then follow through with game mechanics, rather than the other way around. Along the way, I offered tips on how to hone in on a meaningful story, how to interview subjects to create great characters, and more.

 

Thank you for inviting me, BMCAA! 

BMCAA 10th annual unconference

I am delighted that, since July 15, we’ve been working on Eviction Notice VR for the Samsung Gear. It’s something that we’ve contributed to whenever there is a moment outside of our regular work, and we have continually looked at ways that we can innovate on our way to tell a narrative story well.

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One of the major changes was in creating a new narrative, one that moved from monologue to a much more conversational story. The vision of the game was always to clear a home due to a forced eviction for political reasons, and the player can piece together the culture within which this character lived. People who played the previous build found that it was cerebral and intelligent, but didn’t engage with the emotions. And it’s a story about forced evictions and injustices that can definitely tug at the heartstrings and make people care. The script that I wrote, in contrast, felt more didactic, almost like a political speech. So, after hearing this feedback and listening to the concerns of the team, I decided to write it so that it was a cellphone conversation between two characters, and the player is helping her friend pack up everything. This gave a level of narrative immersion that really helped tell a better serious story.

We also embedded some particle effects and visuals to make the space more interesting to look at. I think, in the future, the particles need to be designed better so that they all come from a similar style of art, so that you can really anticipate a uniform visual look.

Yesterday we showcased our game for the first time at Akimbo Toronto Arts Show VR Showcase. One of the amazing piece of feedback we got from the showcase is that, the first time a player heard the voiceover react to something that she did in the game world (that is, looked at a laptop to put it away), it made her feel like the voice-over represented her actions and the gameplay felt that much more immersive. Another great piece of feedback we recieved is that the soundscape gave an embodied sense of the enclosed interior. However, those who are unfamiliar with the VR medium did take a while to get used to the gameplay and the visual space. 

We’re still going to continue to explore innovations in game design and mechanics to hopefully make Eviction Notice VR that much more immersive. This is just one of the first steps for us to approach mobile VR storytelling!

Also shout-outs to some incredible Dames in VR, female-led teams who are doing some incredibly artistic experiences in Rift VR. Nicole Del Medico, middle, is showcasing Never Forget: An Architecture of Memory, and Kim Koronya is showcasing Globes.

You catch my gaze across the distance.
Many months later, you’re wondering
About the smallness of the world,
Or about the smallness of us.
I can’t remember if I’ve kept a secret or ten,
Or spread them like open-handed cards,
When I’m at my worst and my best.
You used to sing me sonnets,
Interject cosily between my breaths,
Until my silences got too heavy.
My “I don’t love you” is a crippling hymn,
But at least you’ve memorized
Some parts of me before I can avert my eyes.
I don’t know if I can stand it sometimes
All the vices of me against the world,
And I tell you not to wait for me.
But you tell me to “Don’t stand then,
Swim,” as if it’s that simple.
But who am I to question if it is?
Maybe it’s true that I don’t love much at all
But the firmness of your smile under a tide.
That we’re equally adrift, outside-looking-out,
Beckoning each other like two gravitating,
Wild islands, in the smallness of the world.

The #HyperRealVR Jam was one of the most fun and involved jams that I’ve ever had. And we are still working strong on our current game on the Gear VR: Eviction Notice.

It’s hosted by Dames Making Games at Gamma Space, a community that I’ve known for years for being incredibly welcoming and warm. Right away, I feel at home, even though our newly formed team on Slack have never worked together before.

There are some step learning curves for some members of our team that they tackled with grace, quick thinking and flexible adaptation. Chris Donnelly created some amazing voice-overs and ambient sounds, and helped scope down the project to hone in on the key lines of dialogue that our 3D objects are associated with. Kat Pavlov did an amazing job by creating a lot of assets within the 3D low-poly game arts pipeline for the first time, including a table, laptop, two pill bottles, florescent lights, first aid kit, radio, and takeout box (that’s 8 objects, you heard). Ksenia Eic breathed life into the game space with some very nice textures within a low-poly pipeline that is completely new to her too! Mic Fok made sure everything works with coding wizardry, linking sounds and interactive objects together, that the fading and highlighting shader works and works beautifully. And I did a bunch of 3D stuff like bunk beds and the room and textures, mentored the others on 3D modelling and texture work, did general quality control, level designed the room together in Unity, tried to make sure the narrative script made sense, and probably made rambling dad jokes.

Eviction_JamPrefinal

The assets we’ve managed to create within the time of the jam (recycling some walls etc. from Solace State).

We did a bit of preparation work days before the jam. We knew going in that it would be a narrative and artistic experience focused on creating memories and feelings in the player, rather than a VR game about skill and gameplay. As such, because we only had two nights and three days to have a working game, we decided that it makes sense for me to do the narrative writing ahead of time to create a preliminary list of art assets that require 3D models. We had decided to have a fully custom modelled environment where you can interact with all the objects that your gaze lands upon. Once an object is active, the voice-over would tell a story about the memories behind that artifact.

The game started from an idea about cultural disappearance due to a forced eviction. This small scope allowed us to focus on a small space that can still be ripe for exploration and lots of detailed objects. I wrote a story that drew from the idea of the disenfranchised classes and their lack of political opportunity in a city full of corruption. In this way, it ties itself thematically to my larger project, Solace State. The game allows you to hear voiceovers of the protagonist as she picks up the items around her tiny flat, exploring shared communal memory across generations.

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Adding different lighting and some new assets, including exterior building facades, outside window (Aug 13 update).

This was a really adventurous project because none of us have worked with the Samsung Oculus Gear VR on Android before. I have never developed for mobile, although I have some experience with the Oculus Rift DK1 and DK2. Thankfully, with Mic Fok’s familiarity with programming for Android, we created a level that demonstrated our main mechanics and feeling of the game at the jam. I also insisted on a low-poly pipeline because, at the time, we weren’t certain what hardware limitations we may be running into. This proved to be very helpful, as all of the art assets we created during the jam can be used again with baked lighting instead of realtime lighting, the latter which was much too heavy to perform for VR on the Note 5.

As of the second week of August, 2016, we are currently working hard on adding more presence to the experience. Right now, as you complete interaction with the artifacts, they fade away, until you are left with an empty room. We are adding more features that activate more interactivity through the gaze in VR, to make the experience more dynamic. Although all of the story has been written and recorded, we are adding more 3D assets that associate with those voiceovers.

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I’ve had the honor to be interviewed by Conrad at Kill Screen. Our interview focused on how my political philosophy brought about an unusual aesthetic and game mechanics in Solace State, as well as many of my narrative designs and inspirations. It was such a fun conversation, and I’m so happy that a publication that I’ve been following for years has interviewed me!

Read about it here! 

An excerpt:

I caught up with Kan as she was returning from a talk about Solace State and the politics of affect at the Different Games Conference in Brooklyn. “The idea is that you affect others and others affect you consistently and continuously,” she said about Solace State. “There’s not one root cause of events, as is in contrast with, for example, Marxism and its modes of production. It’s much more indeterminable. What this means is that politics [are] very open and political change is bound to happen.”

 

 

Both of these interviews were a lot of fun and the journalists asked some really interesting questions! They also created interviews that had completely different angles, which was really interesting.A lot of new things have happened since my last update! I have been so busy lining up new builds, collaborating with new specialists, and also organizing around travel and work-vacations.

New Build

Pushed a new build in first week of April that has a new, tighter script, with completely revamped 2D art and new camera functionality. The demo build is about 20-30 minutes long gameplay, depending on how fast you read.

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Programming

I am seeking some help in programming from Andrew Traviss (Fate Tectonics). He’s designed an isometric camera track system that replaces my previous one so that I can tween on a path. Hacking camera sequences are no longer on a linear path, which opens up so many new ways I can design the 3D world.

3D Art

I am the sole 3D artist in the foreseeable future because of the uniqueness of the hack isometric camera sequences and how I can structure the level build around that, and also putting in the ergodic text associated with my narrative. This build had more texture optimizations and some extensions on primarily the Airport scene (first scene in the game).

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2D Art

A 2D fine artist, Ian Hsu, is very happy to provide conte illustrations for character art. This includes both gestural, full-body drawings as well as character expression portraits. It finally matched the look that I had in my mind, to create a more “mockumentary” or editorial look.
I also illustrated clickable objects in the same style and medium. They are then edited from photograph by me and put into the 3D game world as sprites and buttons.

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Showcases and Talks

I talked about the influence of political theory on my game design for Solace State at two conferences: Intersections Cross-Sections Graduate Conference & Art Exhibition (henceforth ISCS, run by Ryerson and York University), and Different Games Conference in Brooklyn. The reception was very positive, and had some good playtesting feedback as well. People are excited to know more about the story and are curious about what they would find by the time they do find Rebecka, and what happened between the main characters.

ISCS Curated Showcase (Curated by Amanda Wong and Priya Rehal)

 

Showcase of Solace State chp 1 at Different Games NYU MAGNET

At ISCS in March, I had to showcase an older build that is very similar to the one shown at Canadian Video Games Awards / Bit Bazaar. At Different Games Conference, we were showing the improved art and camera mechanics for the first time.

Future talks and showcases

I will be attending IndieCade East with my talk and a show-and-tell slot for my game. For more information on my upcoming talk, please click here.

Press

I am very lucky this spring to have received coverage from two different publications:
Femhype asked me about my process and methodologies as a game dev [see part 1 and part 2].
Kill Screen conversed with me about Solace State’s theoretical influences, narrative, and why I designed the gameplay as I did [see here].

 

Killscreen_Screenshot

Both of these interviews were a lot of fun and the journalists asked some really interesting questions! They also created interviews that had completely different angles, which was really interesting.

I have had the honor to speak with Miss N at Femhype about my unusual game development process and especially about what drove the development for my 3D Visual Novel, Solace State. Read the two-part interview here: [part 1] [part 2]

Miss N: A lot of your work revolves around narrative-driven games.
What drew you to making those kinds of games?

Tanya: I’ve always just made sense of the world through stories for as long as I can remember, as soon as I had the language to form sentences. Undergrad especially sharpened my desire to shape narratives through the study of media forms and power in governance. I’ve always wanted interactive ways to talk about society—even if they happen to be imaginary ones. And governance itself can be seen as having a structure that has constant rules and standards of play.

And much more! I really enjoyed this interview because Miss N knows just how to ask such interesting and diverse questions! Thank you, team at Femhype!

Also received some love and coverage from Hand Eye Society’s Toronto recap in their March and February newsletters. Thank you to @gollydrat for the wonderful writing!

 

This post has been a long time in coming! My game dev and related work have been thriving. It’s been quite an adventure in December and January: I had a great time showcasing the first build at the Canadian Video Game Awards with Bit Bazaar, and I continued working on some build ideas for Solace State. I took some time off during the winter holidays to relax with family and friends, managed to catch a cold, started writing some short stories, and began a new teaching job at university in intro to 3D game arts. I also started networking a bit more to see if there are any local collaborators who can help me with character art, localization and programming.

On Dec 5th and 6th, Solace State had its first outing with Bit Bazaar and the Canadian Video Game Awards Fanfest. Surprisingly, the vast majority people played through a 20-30 minute gameplay demo, which was beyond my expectations. I had set up the demo so that people can skip between scenes and levels if they wish, and practically no one took me up on that offer (unless they were manning a booth and had to run back to their responsibilities).

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There were many experienced devs who shared their insight and feedback to me, and is it ever so valuable! Many people enjoyed the main game mechanic, namely the “hacking-scrolling text environment”. Most people seem to enjoy that part of the gameplay more than the straight-forward visual novel mode, and have asked if that part can be longer. They also “get” it right away as long as they know which keys to press (arrows or WASD), which means that it’s only been my communication about it on devlogs and social media without gameplay input that has been the real problem.

Second, the constructive critique of primarily other gamedev community members have helped me re-scope. A lot of the times, what I see as less-than-ideal in the game are also highlighted by fellow devs. It seems that I’m not far off the mark with my own self-assessment.

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On Writing

As much as I’ve been writing in some academic or professional capacity for about 9 years, writing for a visual novel game is a different beast from all the creative writing that I’ve hitherto completed. I tend to write much more like a novelist than a typical comic book, where a lot of the key identifiers of the protagonist is clear on the first page. Of course, there can be twists and back-stories down the road, but nonetheless, key motivations are already set up in the first ten, fifteen minutes. Solace State doesn’t quite have that. That’s not necessarily game-breaking, as narrative-driven games like Gone Home and arguably Dear Esther has created a much more gradual reveal of their characters’ vivid colours and internal contradictions. But I do need to balance between what I save for later, and what I reveal in the first ten minutes of the game.

On the flip side of the coin, I also have to remind myself to keep conversations and scenes to be more organic, and less utilitarian to the greater arc of the plot. Without a doubt, there should never be “filler material”. But, I also strive to describe those moments and beats that reveal something intrinsic about the characters and how they feel to each other, what they mean to each other. It’s these little moments where relationships can be built, and can fall apart.

What’s interesting, of course, is that games are becoming more of something that doesn’t get consumed in one sitting, whereas plays and films are. The middle ground to all of this is to emulate some inspirations from television drama, which takes a more episodic approach to its narrative arc. At least, this is the way that I have framed it, and it has helped me acknowledge which scenes may have too much detail, and others not enough screen time to develop the right emotional beats.

Again, it’s worlds different from writing an article or novella; My usual playgrounds, where a single line can leave one breathless with its impact.

BitBazaar2015_Playtest3_875

On Art

There’s a few people who have pointed out the incongruity of the semi-cartoony character art with the rest of the universe, including the 3D environment and the tone of the writing. I happen to agree with them.

There are a few approaches that I would like to try out:

  • Realistic-styled graphite pencil or ink sketches in black & white , which I am capable of producing myself, but can take half a day for a single expression
  • A digital painting in lino-block style in black & white, which I or another artist can produce, and doesn’t take as long as the graphite pencil sketches. This would be in a similar style to what’s already produced in the mood trailer from Feb 2015
  • Collaborate with photographers and a lot of modeling talent. This requires a lot of upfront collaboration and is highly reliant on what kind of new faces and talents I can find. I’ve started making some inquiries into this. It may be the most expensive, but may also be the one that creates the nicest effect, giving the game a semi-mockumentary feel. It might also cost me less time (see prototype below)

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People seem to love wandering through the 3D environment as a purely artistic experience though, so I’m not going to change anything there. Just going to add more content!

On Design

With some feedback, I’ve decided to do a prototype of hack scenes that are more primary, cutting out the traditional dialogue format and UI typical to visual novels. There should be textual puzzles that must be solved within its bounds, as well as clickable objects to reveal more narration and dialogue. This is to ensure that the requisite narrative dialogue is met. Each scene should have an intertitle explaining Chloe’s goals, in her own words, so that the player knows what to expect in terms of narrative goals and broader trajectory.

In practical terms of the intertitles, the textual puzzles, and the clickable objects, it means that I should maintain a key plotline by consistently (re)defining where Chloe might find Rebecka with new sources of information. When we start off, we discover gradually who Rebecka’s last contacts are.

On Programming

Key stuff on the to-do list: Upgrade from 5.2.4 to 5.3.x; Create Save and Load variables; Create a history log for dialogue; Create a variable mini-encyclopedia for all characters and places as they populate in the narrative; Improve on the pause screen.

What a blast at Global Game Jam 2016! My teammates Douglas Gregory, Brent Mitchell and I wanted to create a VR experience during the jam. We had Oculus DK2 and Leapmotion devices on hand. Amazingly, GGJ’s 2016 theme was “ritual”, and the idea of wizard hands felt like a great excuse to try the Leap with the Oculus!

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We created an experiential game named “Acolyte” in Unity where you learn how to spell cast from magic books. With the Oculus Rift and Leapmotion, you use gestural controls and head motion tracking to find spellbooks that fly off of nearby shelves, and cast spells to pay homage to three god statues. Your hands are swirl in front of you in smoke form. A clap forms a magic circle that creates fireballs, and you can also telekinetically grab and launch objects around. Even the bookshelves and podiums can be set on fire! When you play with the peripherals, you feel like you’re actually creating magic out of thin air – Wizard hands!

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All three of us have always wanted to try incorporating the Leapmotion into our development, but none of us have ever tried it before. A weekend jam like this was a great way for us to explore the tech’s usability and functions. So, on the Friday evening of the jam, we had a leisurely dinner and brainstormed a lot of different game design ideas. All of us wanted to create an experiential game where the player can just try new things in a kind of meditative or pensive pace. We didn’t necessarily aim for a win/lose state for this sort of game. Doug plugged in the Leapmotion hand gesture capture controller and we got to see it in action for the first time that Friday night. Just played around with it, no coding in Unity yet, but started thinking about what gestures might work better than others, due to readability of the sensing tracking device.

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Unfortunately, next morning, we ran across technical difficulties at our jam site due to incompatibility of the drivers with the Oculus DK2, and we had to relocate across the city. So it wasn’t until 5pm on Saturday that we actually got started on the game development itself. We had 24 hours! Within that time, we managed to squeeze in more than just one game mechanic, and also had a pretty game world to look at. The particle effects that Brent and Douglas created that had a depth to them are just amazing to look at in 3D VR! They really pop. The smoky wizard hands look responsive and really fit a magical game milieu.

We had other things that we wanted to include, such as three separate spellcasting powers from the magical books to correspond to each of the god statues. We’ll just have to develop that at a later time! Also this gem:

When using the fire spell on the butterflies: …What if they turned into FIREFLIES, because SCIENCE?
– Brent Mitchell

This jam was such a great experience for me! I am the 3D artist on the team. I haven’t jammed for over a year (and had completed four playable game jam prototypes in the past), so having that different rhythm of thinking about games was like a great reset button for me. As Douglas said, jams are a great way to set aside the perfectionistic qualities, something that I am still learning to do. I also love our brainstorming sessions, it’s a great way to ease into a whirlwind of learning from Brent and Douglas work out the technical and design details of the game mechanics.

 

The cool thing as well is that each of us have now influenced how an actual playable game prototype looks, plays and feels, from concept to realization. It’s so magical to be able to do that over the course of the weekend! I’d definitely recommend working on a team for any first time jammers, it’ll definitely inspire how you approach game making in the future!

Rawr!
– Tanya Kan