GlitchHiker

Winner Global Game Jam NL 2011

Honourable Mention Independent Game Festival 2012

Jan Willem Nijman: Game Design Lead, Game Development, VFX Design

Laurens de Gier: Game Design, Visualisation Design, Visualisation Development

Rami Ismail: Project Lead, Backend Development, Website Development

Jonathan Barbosa Dijkstra: Game Design, Art

Paul Veer: Lead Game Art, Website Art

Rutger Muller: Game Music / SFX

A living – and thus transient – game

GlitchHiker was a peculiar game: its players, as well as spectators, became increasingly aware of the game’s fragile nature. As the game’s central heart was hosted on a server, all players communally shared an experience of health. This caused both excitement and stress, and it had players focusing strongly on both the gameplay and on the collective experience. Were the players the guardians of the game, or its destroyers?

At the Global Game Jam, Utrecht, Netherlands, 2011…

The GGJ is a great environment in which creators from all disciplines can get involved in the design process from scratch, from the concept phase. From my passion for the invention of game mechanics that influence music – and vice versa – the GGJ’s interdisciplinarity has been crucial.

From the moment the GGJ theme ‘extinction’ was announced, we had 48 hours to create a well-functioning game. I had a small idea: to somehow use glitches (errors) to portray a dying computer (I was listening to a lot of glitch music in 2011, such as Alva Noto and Ryoji Ikeda).

Soon, somebody – and I must apologize, I really don’t know who exactly to credit for this – came up with the idea of the game itself being subject to extinction. This got us excited!

As for game design, ‘Bad guys’ were completely ruled out. The only bad guy there was going to be was the game itself, particularly its graphical environment. We figured the protagonist had to be a kind of doctor bravely digging into the system to try to repair it, with the risk of succumbing to the glitches.