12G: Twelve Games
In late 2010 and early 2011, I embarked on a project to make twelve games; I called it the 12G project.
First announced in this blog post, I figured that I learn best when I’m making games. I set out on a project to create twelve games, each within a 24 hour period, to maximize my learning potential.
The rules:
- Each game must be written from “scratch”; libraries are allowed, but frowned upon
- Games should be “playable” and conform to some definition of “a game”
- 24 hours are alloted for the game’s entire handling: code, visuals, audio, marketing, and sales.
- Outsourcing any or all components is allowed (must comply to the 24 hour rule though)
- The game should expand my horizons, stretch my boundaries, or test my skill in some way. This is a learningexperiment, after all!
THIS PROJECT IS CURRENTLY UNDERWAY. SO FAR I HAVE:
- Crab Attack 3
- ATC Blitz [ For Sale ]
- Mashing Efficiency [ 12 hrs ]
- Cooking Snail-Copter [ 4 hrs ]
- Maybe: Laser Pointer Space-Ice Car? [ 1 hr ]
- Maybe: SolarCraft? [ 1 hr ]
- Maybe: Ferry Game? [ 1 hr ]
- Idea: Santa Slinger? [ 0 hrs ]
- Idea: Squid Ink: Revisited? [ 0 hrs ]
- Idea: Music game? [ 0 hrs ]
- Idea: Outsourced? [ 0 hrs ]
- Idea: Unity3D? [ 0 hrs ]
Links added as I write about them!
4 Responses to “12G: Twelve Games”
Comments (4)


Thinking/designing the games is not part of the 24hours?
Mmmm kinda.
I don’t really count any thinking that goes on before I start typing, but it usually doesn’t exceed much more than 5-30 minutes of “general scope” thoughts. I’m not the type that will sit down and make a 40-page design doc.
Sounds pretty cool, i think you could learn a lot.
Unity 3d is fast to code in when you know the basic of java script, I think its the downloading the props in that takes for ever to know how. Good luck.
Steph