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FAQ

BUGJam FAQ

Frequently Asked Questions.

Q: Why is it called BUGJam?

A:   The Seattle Blender User Group (SeaBUG) and the Vancouver Blender User Group (VanBUG) have been sharing Blender knowledge for all purposes. We have many users interested in game development, which includes participation in game jams: Blender User Groups "BUG" - "Jam"

Q: What is BUGJam?

A: This will be a short event where we work together to produce a single minimal viable polished game project with our collective skills.

Q: What's the point?

A: I (Xury) am a professional game developer, professor, tutorial maker, and many other hats. For well over a decade I've shared my knowledge and skills with people that want to create 3D art, and video games. My career in the AAA game industry has given me access to professional workflows that I want to share, but these workflows can't be taught properly in isolation. BUGJam is intended to be an environment where members of the group will have a chance to practice professional workflows and learn skills that can help you develop projects correctly, and possibly help you land a role in professional game development.

Q: What's the difference between this and a game jam?

A: Regular game jams have a focus on moving fast and breaking things. They are a great way to develop skills, but the don't provide any mentorship. If you don't already know professional workflows, a traditional game jam doesn't really do much to help that. So rather than dozens or hundreds of teams competing, this will be one group working and learning together under the guidance of a few members of the group that have professional experience.

Q: What "professional workflows" will BUGJam use?

A: At it's core, this project will use "Source Code Management" (SCM) aka 'Version Control" AKA "Source Control".