GDC 2018 Roundtable: Better Game Developer Clubs: Improving Student Orgs

The IGDA Student SIG hosted a roundtable session at GDC 2018 called Better Game Developer Clubs: Improving Student Orgs Roundtable. Roundtable sessions aren’t recorded, but this article is a summary of our discussion, thanks to notes taken by Zoram Mercado. This isn’t an outline of the conversation as it played out, rather it’s a loosely organized list of suggestions that were brought up.

In this article “clubs” refer to student-run organizations in higher-education (colleges and universities). This also includes IGDA academic chapters, which are clubs that have become officially affiliated with the IGDA. If you want to affiliate an existing or new club with the IGDA, please click here.

What are some challenges that clubs face when trying to get members to work on game projects? How do clubs manage these challenges?

  • New students often don’t know enough to work on projects. They need help getting started.
    • Many schools don’t offer game programs, so students rely on the club, not their classes, to teach them what they need to learn.
    • One club organized an online database of resources for their students, organized by topic and subject.
    • Another club hosted timely events based on what students were struggling with. For example, if they saw many students struggling with version control, then they would host a workshop on how to use git.
  • Some students are intimidated to work on projects.
    • Many clubs rely on game jams to create a low-risk, fun environment for students to make their first games, ideally during the first semester of the school year.
    • The University of Arizona IGDA chapter hosts a series of events and workshops that all lead up to the game jam, preparing new students over the course of several weeks.
      • Throughout the first semester, everything they do is designed around supporting new freshman members and improving retention.
    • At least one school club said that they explicitly don’t target freshman for their game projects, because they wouldn’t have enough skills to contribute.
      • Instead, they work closely with the school’s student government org to target their advertising towards sophomores and junior students.
    • Most projects don’t make progress during midterms and finals seasons.
      • This is common across most chapters.
    • Some clubs have tried hosting competitions. The strict deadline helps students get something done.
      • But the competitive atmosphere can also intimidate new members.
      • Competitions are not as popular as game jams and hackathons.
    • One big club project vs. multiple small club projects?
      • University of Illinois tried hosting one big project and would not recommend it.
        • Too many people to organize
        • People don’t feel like they own the game. Students aren’t as invested in the project.
        • Instead they shifted to a game jam model (they called it a “Video Game Build-a-thon”) where students could make their own personal games. It was much more successful.
      • At another school, they also tried to have one large club project, but found there wasn’t as much interest among members.
        • Then they tried splitting up into smaller projects, starting with a pitch day.
        • The club formed into teams based on the top three most popular pitches. Each team had 6-7 members.
      • Big projects are hard and risky, but they can potentially be very rewarding.
        • Having good project managers is key. Unfortunately, if the purpose of club projects is to give students a safe space to make mistakes while making games, then project managers don’t really have that freedom since the morale of the entire club rests on their shoulders.

How do you hold a successful game jam?

  • When promoting and organizing a game jam, heavily target freshman and new students.
    • Get permission from professors to advertise in many of the 101 classes that freshmen take.
    • In some schools, the event seems more appealing when fellow students are advertising it, rather than having teachers promote it. In other schools, the opposite may be true.
    • University of Minnesota club advertise their game jams as a way for freshmen students to learn which part of game development they are interested in, and for them to see how much fun making games is.
    • They get some of the more experienced members to act as mentors during the event, providing help to any students who need it.
  • For universities with a wide variety of degree programs, it helps to advertise the event in other departments such as: art, music, creative writing—not just programming classes. One club reported having a lot of philosophy students.
    • At the Sheridan College IGDA chapter, they dedicate a room specifically for musicians to make music. They literally made a space for non-programmers at their event.
    • If students have friends in other clubs, get those clubs to help spread information about the game jam to their audiences.
  • In Arizona, the University of Advancing Technology IGDA Chapter coordinated with teachers to offer extra credit to students who participate in the game jam.
    • UAT offers courses in game development, and most of the chapter’s members are taking some game development course, so the extra credit incentive is usually relevant.
  • Some clubs struggle to form multidisciplinary teams.
    • Many CS students have multiple talents: not everyone has to code.
    • It’s important to focus on diversity in club membership. Not just diverse demographics, but also diverse degrees and skillsets.
  • Always schedule time at the beginning of a game jam for students to mingle and form teams with each other.
    • Many jams provide name tags that list the participant’s discipline, to encourage multidisciplinary teams to form.

How do you develop a strong sense of community within your club?

  • At California State University, Long Beach, they don’t offer degrees in game development, so the club gives students a chance to be excited about making video games.
    • “Welcome Week” is an important time for clubs to advertise and attract new members, especially freshmen students.
    • The Eastern Kentucky University IGDA chapter also places a lot of importance on capturing and keeping the interest of freshmen.
    • Also get the support of professors to advertise the club.
  • At the University of Arizona IGDA chapter, early years of the club saw that members would come to events but they would still treat each other like strangers
    • When you have a lot of introverts in a group, you don’t get many students initiating friendships
    • Even social events, like game nights, people wouldn’t really learn each other’s names.
    • Found that after the first game jam, members got to know each much better. The community started to have a lot of inside jokes and members would actually meet outside of club activities – this is a great way to measure whether members are becoming friends with each other.
  • One club actively attracts not just game developers but also gamers who want to be around people who appreciate games as an art form.
    • It helps keep the club from being intimidating if you’re allowed to participate even if you don’t want to make games for a living.
  • Having an online community space such as Discord is important for keeping members engaged with the community, even outside of club meetings and events.
  • Diversity cannot be ignored
    • If the entire club is made of white guys, then the club will only attract more white guys. Other people will be discouraged from joining.
    • Have one-on-one conversations with new members to make them feel welcome and less intimidated.
    • If you see young members doing great work, support them. One club officer gave gifts to promising students (ex: giving an art student a new sketchbook). Make them feel welcome and a valued part of the community.

What type of events does your club host?

  • Social events are great ways to help members become friends
    • Most common idea: game nights or LAN parties.
    • Can also have a restaurant night, where everyone goes out for dinner together.
    • You can also find more innovative social events:
      • One club organized a campus-wide, in-person, role-playing game.
      • They also hosted a big game of dodgeball
      • Currently planning lasertag, and there’s already a ton of interest.
    • During early meetings, plan icebreakers: little games that help students get to know each other and talk to each other.
  • For clubs that host weekly meetings, finding good content for meetings can be hard
    • One good idea: set aside time during each meeting for students to present the progress they made on their game projects.
    • Most talks/workshops are organized by officers, but helps to create a club culture where everyone is encouraged to create content for meetings. Members can get a decent amount of public speaking practice this way.
    • One club tried watching GDC Vault videos, but sometime topics are too advanced for members, or not relevant to everyone. It’s also a little too passive for meetings.

What are some important leadership skills and lessons that are needed to run a successful club?

  • Club officers are often some of the most experienced members, so it’s important that they are eager to mentor and guide younger students.
    • An easy way is to congratulate members on every little accomplishment, such as getting a ball to move across the screen.
    • Actively support underclassmen and eventually help them grow into the future leadership of the club.
  • Officers and upperclassmen have a responsibility to define the culture of the club
    • If they are really passionate about making games and supporting younger members, then members will be more easily inspired.
    • In cases where club leaders aren’t passionate, members will notice that and get discouraged.