Fall Festival Game Jam ✧˖*°࿐
With the Fall Festival Jam underway, members have been working hard to get submissions in over the course of the week! The theme was randomly selected from members’ submissions, with the chosen theme being:

We look forward to seeing all of your submissions and playing all of your games! :3
Friday’s Meeting
Last Friday, the GDA had a meeting that allowed members to visit and tour all of the departments! We really enjoyed getting to meet everyone and had such a lovely time showing everyone what the GDA has to offer.
If you missed this last meeting, do not worry! You can join the GDA’s Discord and ask any questions there!
Below are some notable questions that were asked at each department:
Will the art department be teaching how to create 3D assets?
Yes, but it ultimately depends on which game we will be working on after the pitches.
What do we do if whatever game is pitched doesn’t end up working like we hoped it would?
Historically we’ve tried our best to stick to the vision of the game leads, but with the mock studio reforms emphasizing core loops within pitches this year and introducing a pre-production step where the game leads meet with design, programming, and msc, we’re hoping to set up an environment where fundamental issues will be caught and tested early, and we can proceed through the year with more confidence in the game’s central vision.
What can we do if we can’t make meetings?
We will record meetings and, at the very least, definitely post the Google Slides, and activities will be held in person and simultaneously online (you don’t have to show up in person to participate in said activities).
How do we deal with games without a lot of dialogue, like arcade-style games?
Pitchers are typically encouraged to keep all departments in mind when creating pitches. Writing can also take other forms in games, like with backgrounds/lore, environmental storytelling, and smaller bits of dialogue like barks (woof).
How is the writing scope managed?
The scope should feel just as condensed as any other area, so that the writers can take the basic concepts and grow them in their own ways into the fleshed-out writing of the final game. In terms of scoping in Mock Studio, we usually don’t need to worry as much about overscoping as we did in previous years, since our scopes tend to naturally align with the other departments we work with.
How does one become a producer?
Applications open shortly after the winning pitch is revealed, and 2-3 producers per department are chosen out of those to be onboarded during winter break pre-production!
Upcoming Meetings and Workshops!

How Can I Pitch a Game?
Pitch season officially kicked off last Friday! If you’re interested in pitching your idea to GDA this year, keep reading…
Check out #pitch-resources in the Discord for what you need to know, including this year’s Pitch Guidelines.
Initial pitches are open until Saturday, Oct. 18th @ 11:59pm.
For this round of pitches, you don’t need to have 2+ members on your team. We’ll be running a pitch team finder at the next general meeting!
Submit your ideas here!
Super excited to see what you come up with! Ping a Mock Studio Coordinator with any questions.
Guest Speaker Next Tuesday! Darren Korb!
Join us NEXT TUESDAY for an audience with the renowned composer of Hades & Hades II and the voice of Zagreus! Darren Korb will be joining us from Supergiant Games to discuss his work and process on these beloved titles.


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