From 48-hour prototype chaos to shipped games, festival showcases, and lifelong creative alliances.
Demystify game jams, uncover the human connections forged in the crunch, and give you the confidence and toolkit to make your first game.
Founder & Lead Developer โข UpLiftVR Studios & Wulf Design Studios โข VRMakerDome
"Larry James is the creative force behind UpLiftVR Studios, where impossible-feeling moments โ a hot air balloon's first ascent, the eerie hush of a total solar eclipse โ become immersive VR experiences people don't forget. His balloon ride "Maiden Flight" spent nearly a month in the 2018 SIFF VR Zone, earning praise from The Seattle Times and a feature on King 5's Evening Magazine. A fixture of Seattle's maker and XR community since founding the VRMakerDome, Larry builds worlds โ and welcomes anyone curious enough to ask how."
Website & Portfolio Hub: https://wulfdesign.github.io/
Creative Passions:
Crafting Experiences โข Unreal Engine โข Virtual Production / 360 Film โข TTRPGs โข Three.js & WebXR
Today's Goal:
Help you get started on your Game Dev journey โ from thought to thing!
Festival installations, celestial simulations, and community room-scale XR.
A whimsical, semi-interactive VR hot air balloon ascent. Spent nearly a month in the 2018 SIFF VR-Zone, earned praise in The Seattle Times, and was featured on King 5's Evening Magazine.
A meditative virtual reality experience capturing the eerie, breathless hush of a total solar eclipse. Debuted at KremFest Music Festival and optimized for standalone Meta Quest.
A mobile room-scale XR dome bringing virtual reality directly to public festivals, makers, and first-time flyers across the Pacific Northwest long before consumer headsets were everywhere.
Executive Director, Seattle Indies โข Board Treasurer, IGDA โข Former GGJ & Oculus
"Tim Cullings(he/him) is a Seattle video games industry veteran and champion for game development and climate science. He is currently the Executive Director for Seattle Indies, Board Treasurer of IGDA, and formerly the Executive Director and Director of Operations at Global Game Jam. Prior to GGJ Tim worked in Dev Ops and Enterprise Engineering at Oculus helping ship everything between Rift and Quest 2. Timโs passion is empowering and enabling creators to create and be a part of a supportive community of like-minded people."
Connect / Follow: linkedin.com/in/timcullings
Spotlight Hub: timcullings.carrd.co
Community Leadership: Executive Director at Seattle Indies, organizing regional game jams, developer meetups, playtests, and the Seattle Indies Expo (SIX).
From 100+ nations in Global Game Jam to local indie incubation right here in Seattle.
Nurturing thousands of Pacific Northwest creators through regular game jams, socials, playtests, the Seattle Indies Expo (SIX), and operating the GeekGirlCon Gaming Hall right downstairs!
Directed worldwide operations for the planet's largest simultaneous game creation event, uniting tens of thousands of developers across over 100 countries every January.
Advocating for games tackling climate science while leveraging deep enterprise Dev Ops background from the pioneer days of Oculus Rift and Quest 2 hardware.
Creative Director, Orbicular โข Interaction Designer โข Cornish College of the Arts
"Heather Coles is a Seattle-based interaction designer and Creative Director at Orbicular. Her career began at a Student RND hackathon leading the team behind Monsantoware. A Cornish College of the Arts graduate with a curiosity for eye-tracking, accessibility, and immersive tech, sheโs a fixture at game jams as both mentor and maker with two games currently in development: Tabby Tapper, a casual clicker that utilizes fluid dynamics and Frankly Demonic, a dress-up toy on smart watches."
Connect / Follow: @heathercoles.bsky.social
Spotlight Hub: linktr.ee/heathercoles
In Development (From Bio):
โข Tabby Tapper โ casual clicker utilizing fluid dynamics
โข Frankly Demonic โ dress-up toy designed for smart watches
Smartwatch toys, casual clickers, and inclusive interface design.
Creative Director at Orbicular and Cornish College of the Arts graduate, crafting delightful, tactile interactions across emerging platforms, playful toys, and wearable tech.
Tabby Tapper: a casual clicker powered by real-time fluid dynamics. Frankly Demonic: an inventive, playful dress-up toy designed expressly for smartwatches.
Pioneering interactions leveraging eye-tracking, accessibility mechanics, and tactile feedback to ensure games are welcoming and playable for all audiences.
Studio Head, Stumbling Cat โข Former IGDA Executive Director โข Author & Advocate
"Renee leads Stumbling Cat, developers of Potions: A Curious Tale, and is a multi-disciplinary leader with expertise in engineering, product design, and creative direction. Formerly the GM of Phoenix Labs Vancouver and Executive Director of the IGDA, she is the Chair of the IGDA Alumni Board and is authoring "The Bad Boss Witch Guide to Rule Your World"."
Connect / Follow: linktr.ee/rikukat (@rikukat)
Spotlight Website: potionsacurioustale.com
Commercial Release & Leadership:
โข Potions: A Curious Tale: Adventure RPG shipped across Steam and consoles.
โข Industry Leadership: Former GM of Phoenix Labs Vancouver, Former Executive Director of the IGDA, and Chair of the IGDA Alumni Board.
โข Author: The Bad Boss Witch Guide to Rule Your World.
Shipped titles, studio management at Phoenix Labs, and global developer advocacy.
An adventure RPG where wits and potion crafting overcome brute combat. Shipped across Steam and consoles, proving that thoughtful, non-violent mechanics can captivate audiences worldwide.
Former GM of Phoenix Labs Vancouver; multi-disciplinary studio leader with deep technical and design expertise spanning engineering, product design, and creative direction.
Championed developers worldwide as Executive Director of the IGDA, current Chair of the IGDA Alumni Board, and author of The Bad Boss Witch Guide to Rule Your World.
Staff Software Engineer, Niantic Spatial โข Ph.D. Pervasive Game Design โข Forever Games Enthusiast
"Evie Powell has a Ph.D. in Pervasive Game Design (ask her what that means!). She has worked on games in industry (Xbox One Kinect, Niantic's Pokรฉmon Go AR, Niantic Spatial's Peridot, and her own games) while specializing in AR/VR and natural user interfaces."
Connect / Follow: linkedin.com/in/evie-powell-phd
GeekWire Spotlight: Geek of the Week: Evie Powell
Engineering & Academic Authority:
โข AAA & Spatial Engineering: Xbox One Kinect, Niantic's Pokรฉmon Go AR, and Niantic Spatial's Peridot.
โข Academic Background: Ph.D. in Pervasive Game Design, specializing in AR/VR and natural user interfaces.
โข Independent Creator: Developing original games as a lifelong "Forever Games Enthusiast."
Commercial Steam releases, festival VR showcases, and cutting-edge spatial engineering.
Musical narrative puzzle adventure on Steam. Interactive world exploration driven by rhythm, music puzzles, and expressive visual storytelling.
View on Steam
Physics-driven winter party game on Steam built for joyful local multiplayer, playful mini-games, and accessible family play.
View on Steam
Exhibited in the SIFF VR-Zone; featured as GeekWire's "Geek of the Week" for turning virtual reality into accessible, shared social reality.
Read GeekWire Profile
Not an endurance grind or a cutthroat hackathonโa weekend celebration of rapid creative prototyping.
A fixed, short window that cures analysis paralysis and forces you to finish what you start.
A surprise prompt revealed at kickoff that levels the playing field and sparks weird ideas.
Zero pressure for commercial polish. The only goal is discovering a playful, delightful interaction.
Strip away the 100-page design doc. Build the simplest playable toy that proves the concept.
Forget AAA budgetsโgame jams provide the true Triple-A creative reward: Fun, Friends, Craft.
Low stakes & high creativity. Total permission to experiment with wild ideas and experience the thrill of play.
Meet other creators and build a team. Collaborating under tight constraints forges deep, lasting alliances.
Learn new skills fast and build a real portfolio. You turn thoughts into tangible playable games in a single weekend.
Pro-tip: Start with a small online jam to get your feet wet!
The largest calendar in indie gaming. Browse hundreds of community jams every monthโfrom 3-hour micro jams to relaxed month-long narrative jams.
The world's premier simultaneous jam every January across 100+ nations. Seattle Indies hosts premier regional sites right here in town!
Look for beginner-focused tags like Twine Jam, Bitsy Jam, Game Boy Jam, or jams with dedicated beginner discord channels.
You do NOT need to know how to code! A game is an entire creative universe.
Establish mood, palette, 2D sprites, 3D models, UI buttons, and visual feedback that makes the world pop.
Compose catchy soundtrack loops, crunchy sound effects, and ambient soundscapes that carry half the emotion.
Craft snappy dialogue, compelling lore, game rules, puzzle setups, and the player's emotional journey.
Enforce scope, keep the clock, resolve design impasses, and make sure everyone drinks water and gets rest.
Before shipped titles and studio leadership, we all started in 48-hour prototype pandemonium.
Theme: "You Are The Villain." Prototype aka "Crop Duster" created for Ludum Dare 25.
Repo: github.com/Aquatarkus/LudumDare25
Ludum Dare 34 solo compo project exploring nature spirit mechanics.
ludumdare.com/compo/ludum-dare-34
Global Game Jam sprint that ended up published and reviewed on Xbox Live Indie Games!
Career began leading the team behind this satirical micro-game at a Student RND hackathon.
The greatest lessons in game development come from the catastrophic 2:00 AM disasters.
โข Dr. Evie Powell (UNCC GGJ): "Did you murder your wife" โ a game where you had to stash a body in a variety of places so the police wouldn't suspect you while you got to a boat (you didn't murder your wife btw). It became a reddit urban legend in their local subreddit when someone saw the postmortem on the projector outside of the venue!
โข Larry James (GGJ 2015): Tale Spinner โ A network multiplayer card game that ran out of runway and turned into a frantic scramble having it ready 10 minutes before judging with a print-and-play paper card as backup!
In commercial development, failure costs budgets, contracts, and years of stress. In a game jam, failure costs only 48 hoursโand leaves you with an unforgettable war story and an invaluable lesson you will carry for the rest of your career.
How a chaotic 48-hour weekend prototype alters life paths, launches studios, and opens doors.
โข Dr. Evie Powell: "The Seattle VR hackathons were where I made a lot of friends that really helped my career in AR/VR take off! And the connections from those jams are still serving me today!"
โข Larry James: Prototyping in Ludum Dare and GGJ paved the way to taking game dev seriously and eventually SIFF VR-Zone month-long festival showcases and founding UpLiftVR Studios.
โข Tim & Heather: Meeting lifelong co-creators at 2:00 AM over cold pizza.
Game developers don't look at credentialsโthey look at what you have actually shipped. Having two or three game jam projects on itch.io or GitHub proves you can collaborate, execute under constraints, and ship a real game.
Tactics and psychological hacks from veteran developers to cross the finish line.
"Some of my most awesome outcomes came when I decided I wanted to learn something new rather than just win. E.g., if you're a software engineer, do sound design or lead designer. Jams are great sandboxes to learn. Also take breaks and sleep!"
When Sunday afternoon arrives and the submission clock is ticking down, what is your go-to tool, engine shortcut, or mindset hack to cross the finish line?
๐ง Social Highly Experimental SideQuest: What if you walk out into the hallway today with your next game jam crew already assembled?
Identify your primary superpower using our Jam Crew roles (Code, Art, Audio, Narrative, or Producer).
Take our 3-prompt random seed (Theme + Verb + Bizarre Twist) on the next slide as your game's creative spark.
Find someone nearby with a complementary role and pitch your 1-sentence game concept to them!
Every legendary game jam team needs a balance of archetypes.
Logic, physics, movement, turning bugs into features.
Color palettes, 2D sprites, UI, 3D models, visual flair.
Banging beats, crunchy sound effects, atmospheric tension.
Story, lore, game rules, dialogue, player choices.
Scope wrangler, keeper of the clock, snacks, team cheer.
Draw real Tarot cards (Major Arcana & Suits across all categories) translated into authentic game jam themes, core action verbs, and bizarre diversifiers. Click cards to select & combine into a pitch! โข wulfdesign.github.io/game-jam-panels/
You just accomplished what commercial studios take months to brainstorm.
Engines: Godot, Twine, Bitsy, Unity, Unreal, Three.js.
Level & Tile Design: Tiled Map Editor.
Solo Prototyping: Inkscape for rapid vector sprites & tile creation when no premade assets are allowed.
Royalty-Free Assets: OpenGameArt.org.
Focus on a single, joyful mechanic for your first game. A tiny, delightful 2-minute prototype beats an unfinished open-world dream.
Whether you jam solo to learn new skills or team up with your new friends from Room 'America', you now have the blueprint to ship!
From Newtonian orbital mechanics to tabletop RPG systemsโwhat is exciting you right now?
A real-time WebXR Newtonian cislunar simulation putting everyday people in the commander's seat for an unscripted lunar slingshot and atmospheric reentry.
Showcased at: Greenwood Art Walk โข SLICE โข SIM Pre-PAX Showcase โข KremFest XR โข Seattle Space Week
Bridging tabletop RPG storytelling with interactive digital game systems. Playtested at GeekFest West this summerโand the tabletop party dynamic is what inspired today's Session Zero experiment!
Whether it's an indie game in active development, a new tech stack, or an old passion project resurrected:
Ask our panel anything about game jams, creative tech, team dynamics, or overcoming imposter syndrome.
โข Dr. Evie Powell's Question:
"Do you ever do hackathons or game jams as part of your career job? Do you recommend it?"
โข Dr. Evie Powell's Event Topic:
"Was there anything about game jams that you think could have been better? Something that could change about event execution to make them more appealing? (e.g. how hard it is to pull away to check out other people's work!)"
โข Larry James's Topic:
"The projects that were thought of because of the game jam but wouldn't fit into the weekend or team that later went back and created them outside of the jam."
Larry's Closing Challenge to the Room:
"How many of you will come to a Game Jam in the next year and create a gameโeven if it's a mini-game or outside a jam?"
Head downstairs to the Skagit Lower Level / 3rd Floor to explore local Pacific Northwest indie games and meet the developers in person!
Scan any QR code below to explore our projects, games, and communities!
Interactive Slides & Resources