[non-primary sources needed] In March 2002,[1] video game developers Chris Hecker and Sean Barrett, interested in the capability of modern hardware in rendering a large number of sprites, worked with Doug Church, Jonathan Blow, and Casey Muratori in developing a specialized game engine capable of rendering a massive number of sprites.
[6] Some game jams are local events, taking place in universities, conference halls, or other private spaces.
[11] The Global Game Jam takes place at the end of January of every year, with over 800 locations in 100+ countries around the world.
[10] Game jams typically have restrictive time limits, ranging from a few hours to several days.
This time constraint is meant to simulate the pressure of a deadline and to encourage creativity among ideas produced by game jam teams.
[13] Ludum Dare 24, a competitive game jam event, featured the theme of "Evolution".
As stated by the Ludum Dare rules, all participants in the competition were recommended to create a game based on this theme.
These are inappropriate in the educational context of young students, where moderated game sharing functionality on websites of Scratch and Kodu may be used instead.
[17] Analogue game jams were tested at a few universities in the United Kingdom with positive reviews by the students and the staff alike.
Lai et al. (2021) present the following taxonomy and examples:[6] In classroom, game jams promote team work, creativity, planning, problem solving, and diversity.
The time dedication needed was often a reason for not attending a game jam for university students.
From heartbeats as the event's theme, the developers conceptualized a heart transplant game with "quite challenging" physics and tools.