Global Game Jam Manual
  • Introduction
  • Common Terms
  • The Basics
    • Dear first-time Site Organisers
    • Get your team together
    • The Essentials
    • Venue
      • Online Game Jam
    • Submitting a site application
    • Guide to using Slack
    • Checklist : The Basics
  • Next steps
    • Health and Saftey
    • Registering your jammers
    • Structure of the event
    • Setting up your venue
    • Jammer Guide and Communication
    • Checking in on Slack
    • Streaming your jam on Twitch
  • During the event itself
    • Check in and registration
    • Presentations : before and after
      • How to turn on subtitles
    • Keeping the theme a secret
    • Sharing the Diversifiers
    • Jammer behaviour
    • Icebreakers and team forming
    • Feeding your Jammers!
    • Creating projects and uploading games
      • Upload Instructions (digital)
      • Board Game Design & Upload
    • Making a 'Hello Video'
  • Other things to think about
    • Accessibility
    • Software and Platforms
    • Top 10 Jammer requests!
    • Applying for Financial Support
    • Gameplay Videos
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On this page
  • Upload Instructions for Digital Games
  • Directory structure of the compressed package
  • Detailed differences between /src/ and /release/
  • Upload Instructions for non-Digital Games

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  1. During the event itself
  2. Creating projects and uploading games

Upload Instructions (digital)

PreviousCreating projects and uploading gamesNextBoard Game Design & Upload

Last updated 6 months ago

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Upload Instructions for Digital Games

Directory structure of the compressed package

Prepare the whole package in the form of one compressed file format with the following file and directory structure:

  • /src/ => the full source code, project files (if any) 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 (1024x768 or better)

  • /other/ => additional media, photos, videos

  • license.txt => This is a text file with precisely the content described here (just copy-paste the complete contents of "Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License" sections 1 through 8 into license.txt)

Upload the package using the Source Files field in the UPLOADS section of your game page. If 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 "Download Link", preferably using Google Drive, Dropbox, OneDrive or similar services.

Detailed differences between /src/ and /release/

The /src/ directory

Everything your team has created themselves for the GGJ (code, art assets, etc.) needs to be handed in. Anything you use that you did NOT create (middleware, etc), does 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 have 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 compiled executable, 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 proprietary license. 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

You can compress a separate zip file using only the contents of /release/, and upload it under the Executable field in the UPLOADS section.

Upload Instructions for non-Digital Games

Please note that since 2010, participants can also submit non-digital games. If your non-digital games still have digital parts (such as custom hardware, alternative control stuff, but still with software as its core), then follow the above instructions for digital games, with additional explanations and/or instructions required for the physical parts in your README.txt.

Hints and guidelines specific to board games are written . You will still be able to use the directory structures described for digital games, putting the .psd or .ai or even hand-drawn documents into /src/, and optimally a single PDF with rules and cut-outs into /release/. Even better, a link to a explaining the proceedings of your board game in /other/.

https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode
here
gameplay video