This is the fifth installment of “Game Jams with James”: Chats with developers about game jams, games from jams, and short form games. Today, James is joined by the experimental Sand Gardeners duo: Colin Le Duc from France and Sam Machell from England. This up-and-coming pair share their thoughts on games, jams and how they consistently jam with such a distance between them.
James: How do you feel about short form games?
Colin: They are the only kind of games I take the time to play. I am happy getting a ‘whole’ experience in a small amount of time. I mean, the trend was to bash games that “last only X hours” et cetera, but I think it takes a lot of talent to convey a lot of ideas into a small game. Also, it is not only impressive because usually they are done in a short amount of time as well.
Sam: I love them! Makes the experience more concise! It is lovely to see an idea flourish and grow in a short amount of time, a compact exploration. It makes everything more meaningful. I think shorter games lend themselves more to being spaces to experiment, they can be cinematic, daring, confrontational, fresh!
James: What is your favorite game jam?
Colin: It is hard to miss big events like Ludum Dare or Global Game Jam, and there is obviously a lot of great games made during these, but I am going to give a shout-out to A Game By It’s Cover, as I like the idea of taking artistic submissions that mimic real game cartridges and then make a game based on it, it feels a bit like an ‘exquisite corpse’ jam and I like that. I also cannot wait for the next PROCJAM!
Sam: I love following the monthly Bitsy jams, this month’s theme was the Sublime, and it produced some great work! I entered one once and the community is so warm and friendly, and the work really has its own style and feel. I think you could consider people that make games in Bitsy a kind of collective, a group forming their own aesthetics, and that is a really cool thing.
James: What is your favorite game jam game that someone else made?
Colin: I know I will sound like a programmer cliché, but I have always been a fan of Zachtronics games. It is one of the few genres I would love to try and do one day, so I have got to admit that I was pretty impressed by “TASball” made for the last Ludum Dare by the awesome Amos Wenger.
Sam: Personally I love Moshe Linke’s games and really adore “The Search For The Green River”. Such a beautiful blur of genres and poetic game making, just like Terrence Malick or Andrei Tarkovsky films. Mysterious dreams. It is really unlike lots of other games you will see in jams, I definitely recommend it.
James: What is your favorite game jam game that you made?
Sam: I think “Definition of a Ghuest” was my favorite jam game. We really focused on making a short and compact experience here, and played a little with the idea of community and creating as well as viewing art. We also enjoyed making it a somewhat response to criticism our previous game had received. Ruffling feathers is always fun.
Colin: I would go with “Between Stations”, as it feels like it is the most polished jam game we made, and I have a great memory of doing it because it is one of the only jams where I have been able to sleep six hours per night. It might sound silly, but it is nice not to treat game jams as a ‘suffering weekend’.
James: What do you two believe are the most important aspect to jam? What makes a game jam a game jam?
Colin: I believe jams are a great opportunity to keep things in the smallest scope possible, meaning each game that will come out is like ‘one-hundred percent pure juice’, if that makes sense. I like how it enables the KISS and “Fail fast” principles, and I think they allow to step out of our comfort zone without taking as much risk as in a long-term production.
Sam: I think a sense of community is the most important thing. I love to feel the energy of everyone’s ideas and the general atmosphere of creation!
James: With such different ideas on jams and games, what do you think is the most important aspect you see eye to eye on? How do your game beliefs affect your team for game jams?
Sam: I think that we both see jams as an opportunity to try something new and unique. Be that something more experimental than our regular work, or something more accessible, we are always up for new things. I think we also both see it as a way to regenerate our collaborative energy after long stretches of work on our bigger project “Brownie Cove Express”. A jam can feel like a nice break, whilst also bringing us closer together. Working internationally can sometimes feel quite separating, and a jam gives us a short period of time to work really closely together, which is nice. What do you think, Colin?
Colin: Indeed, as we are both long distance and we do not do games together as a living, therefore we often end up working on sparse periods of time. I often work during the night or evening and Sam during the day, and it feels really empowering to work together, at the same time, calling each other every twenty minutes or so to guide each other, giving feedback et cetera. It is a really condensed burst of work, but it is rewarding because at the end of each jam we have that nice little finished piece of game we can be proud of.
Further reading, a few notable Sand Gardeners games: