Guide:Your first visual novel jam: Difference between revisions

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You might not want to participate in a jam if:
You might not want to participate in a jam if:
* Factors are limiting your ability to work on a game with a strict deadline, such as many personal/work obligations or a disability
* Factors are limiting your ability to work on a game with a deadline, such as many personal/work obligations or a disability
* Your project idea doesn't fit into the jam theme
* Your project idea doesn't fit into the jam theme
* You already have an ongoing visual novel project that you don't want to disrupt
* You already have an ongoing visual novel project that you don't want to disrupt
* You want to get paid for your development work. Most jam projects are released for free, and most teams do not pay their members. Some teams will offer skill trading, though.


However, even these factors can be mitigated by choosing the right jam, as we'll discuss below.
However, even these factors can be mitigated by choosing the right jam, as we'll discuss below.
Line 50: Line 51:


If none of these jams strike your fancy, if it's a different time of year, or if you're looking for inspiration, explore the [[List of ongoing visual novel jams|full list of jams]]. There are between 4 and 8 going on during any given month, and again - the right jam for you is the one that works with your schedule and that you're excited about doing!
If none of these jams strike your fancy, if it's a different time of year, or if you're looking for inspiration, explore the [[List of ongoing visual novel jams|full list of jams]]. There are between 4 and 8 going on during any given month, and again - the right jam for you is the one that works with your schedule and that you're excited about doing!
==Before the jam starts==
===Solo, join a team, or start a team?===
===What roles can you fill?===
===Developing a pitch===
===Finding a team (recruitment)===
===Set expectations===
===Make a detailed plan===
==Scope and scheduling==
===Your reasonable output===
===List every task===
===Expect things to go wrong===
==When the jam starts==
==Working in a team==
===Strong communication is a must===
===Setting role expectations===
===When problems come up===
===Ghosting (please don't)===
===Feedback and coordination===
===Morale===
==When things go wrong==
==Polish & release==
==After the jam==


==References==
==References==
<references/>
<references/>

Revision as of 11:23, 31 December 2024

Drawing on advice from many veterans of the English visual novel space, this guide will help you choose, prepare for, participate in, and succeed in, your first visual novel jam. This guide is written for complete beginners to the visual novel development space, but intermediate developers looking to tackle their first timed jam will also find value here.

The basics

Before you start your jam adventure, there are a number of things you should think through.

What is a jam?

Main article: Visual novel jam

A visual novel jam is a set period of time where developers attempt to create and release visual novels, usually from scratch. Most jams have a theme of some sort (like Halloween or spooky, winter, or a given genre). Others have certain restrictions, such as using only one of any type of asset.

Why should I participate?

Jams are an excellent way to gain experience in making visual novels, and many visual novel veterans recommend that new developers create their first project as part of a jam. Shino generated a list of pros and cons of participating in visual novel jams[1]:

Pros Cons
  • External deadline
  • Low money concerns
  • Low risk experimentation
  • Event-based publicity
  • Meet great teammates
  • Get experience
  • Short-term project
  • Short-term project
  • Theme constraints
  • Distraction
  • Lack of polish time

In general, most new developers would benefit from starting with a jam project.

You might not want to participate in a jam if:

  • Factors are limiting your ability to work on a game with a deadline, such as many personal/work obligations or a disability
  • Your project idea doesn't fit into the jam theme
  • You already have an ongoing visual novel project that you don't want to disrupt
  • You want to get paid for your development work. Most jam projects are released for free, and most teams do not pay their members. Some teams will offer skill trading, though.

However, even these factors can be mitigated by choosing the right jam, as we'll discuss below.

Which jam is right for me?

Main article: List of ongoing visual novel jams

There are tons of jams to choose from (39 as of the time I'm writing this), so choosing which to join can be pretty intimidating!

Truly, there's no one right choice for new developers. The correct jam for you is the one you're interested in and excited about joining! At the same time, a few jams are consistently recommended as good places for newcomers to start.

  • NaNoRenO (March, 1 month): The original and longest-running visual novel jam, NaNoRenO is a popular and relaxed jam where participants make a visual novel in a month - with few other restrictions and no set theme. It's a great choice because of its popularity, relatively chill atmosphere, and strong community/opportunities for support.
  • One of Any Asset Jam (O2A2) (July, 10 days): With one of any asset type and one thousand words as your maximums, O2A2 is a great opportunity to create something very small. Having a finished product can be highly motivating, and it's much less of a commitment than a full one-month jam. Teams are often smaller, which can make recruitment easier.
  • Winter Jam (December, 1 month): A chill (pun intended) jam that occurs in December and has a theme of "winter". The broad theme and relaxed rules make it a great starting point.

If none of these jams strike your fancy, if it's a different time of year, or if you're looking for inspiration, explore the full list of jams. There are between 4 and 8 going on during any given month, and again - the right jam for you is the one that works with your schedule and that you're excited about doing!

Before the jam starts

Solo, join a team, or start a team?

What roles can you fill?

Developing a pitch

Finding a team (recruitment)

Set expectations

Make a detailed plan

Scope and scheduling

Your reasonable output

List every task

Expect things to go wrong

When the jam starts

Working in a team

Strong communication is a must

Setting role expectations

When problems come up

Ghosting (please don't)

Feedback and coordination

Morale

When things go wrong

Polish & release

After the jam

References

  1. Shino. Releasing 8+ games (ft. game jams) and when to take a break. Visual;Conference 2022. https://www.youtube.com/watch?v=sMonrId8J28