Last week, I got together with three other designers for a four-day intensive design retreat known as the Depth Jam. The other attendees were: Chris Hecker of Spy Party, Marc ten Bosch of Miegakure, and Daniel Benmergui of Storyteller. This event was an experiment. Chris and I had been discussing the idea for a while, but it took us a couple of years to get around to it. One of my personal goals in setting up this event was to find a new way to stimulate my professional development, because the old ways were not cutting it any more. The Depth Jam was designed in reaction to shortcomings of other game-related events. In order to explain the design choices behind the Depth Jam, I will speak critically of these other events, in order to highlight the problems that the Depth Jam is meant to address. If you are a fan of these events, organize some of them, or otherwise identify closely with them, then this will be uncomfortable. The best I can do here is to assure you that this isn’t attack-style negativity; it is criticism that comes from years of carefully considering these situations and thinking hard about how to make things better. (via #AltDevBlogADay » The Depth Jam)
