Deliverables (Hand-In Procedure)

Hand-in Deadlines (all local times)

  1. Game Project created by Saturday, January 29th, 2 PM
  2. Upload of the game content started on Sunday, January 30th, 3 PM

For the first deadline, one member of the team must login in to the Global Game Jam website, and go to Create content -> Game Project from the navigation menu for creating a game. This is also where other team members can be added to the game, given that they already have a profile on the Global Game Jam website.

For the second deadline, the upload of game content must have started by 3 PM on Sunday afternoon. Again, if you log in to the GGJ site, and browse to your game page, you will see an option for uploading game content to the site. Browse to your game content and press Upload before the deadline runs out and you are safe.

Upload For Board Games

Please note that this year, participants can also submit board game. Hints and guidelines specific to board games are written in this document.

Optimally, the final upload for your board game will consist of a single pdf with rules and cut-outs.

Upload For Digital Games

Submit the game in form of one (1!) compressed file format (zip preferred) with the following file and directory structure:

/src/ => the full sourcecode with all assets of the project
/release/ the distributable files including a README.TXT with full installation instructions
/press/ one hi-res image called press.jpg to be used for GGJ PR (1024×768 or better)
/other/ additional media, photos, videos
license.txt This is a small text file with precisely the content described here http://www.globalgamejam.org/content/license-and-distribution-agreement (just copy-paste the complete contents of the section License File Contents into license.txt)

Upload the compressed file as an attachment on the game submission form. If your file is bigger than 500MBs or you are unable to upload for some reason, you have the option of uploading somewhere else and then providing a link in your game under “alternative download”.

The /src/ directory

Everything your team has create themselves for the GGJ (code, art assets, etc.) needs to be handed in. Anything you use that you did NOT create (middleware, etc), do not have to be turned in, but you should provide a link to where anyone else can get it and use it.

Ideally any third party libraries you use should be free and easily accessible.

If the assets has gone through an asset pipeline, preferably all the original files should be submitted as well (example could be the original max file for a .3ds model).

The /release/ directory

This folder has to hold the necessary compiled exe, asset files, dlls, etc necessary to run the game. The idea is that people should be able to just download and run the game.

The only acceptable exception is if the game requires middleware that needs a personal(for example the download and installation of the Ageia PhysX library). The runtime version of this middleware must be easily and freely available (runtime version should be free, not necessarily the SDK – if in doubt what this means ask your local programmer). Weblinks or other information for obtaining these extra dependencies must be given in the README.txt.


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