Gamkedo Club
A worldwide gamedev practice community

Get Peers and Support

Gamkedo Club's Purpose

Members around the world develop free games together for practice, recreation, and portfolio.

Skills grow more rapidly and results come out better with teams than we can get alone.

One-on-one help is included. Take risks - it's ok to get stuck. We'll help you recover!

Make What You Want

You won't be assigned to a project or position. Join (or lead) games you want to make. We create a few games in parallel. Follow your interests. Try new skills. Learn by doing.

Peer Collaboration

We bring together developers who are friendly, helpful, and active. Team up with people who enjoy the parts you don't! Everything becomes easier when you're not alone.

Sustainable Schedule

Game jams put life on hold for days. What we do is different. Members chip in 1-3 hours per week, over months. This way we can make game after game, year round. More experience!

Continuous Support

Never stay stuck. Membership includes immediate access to months of training resources, our peer support forum, and flexible support hours of Gamkedo® coaching.





Members worldwide meet online at 12:30pm (Pacific timezone) every Sunday.
We started as a local Los Angeles club, but many active club members live around the world.

Next meeting is 12:30pm Sunday, August 28, 2016, Pacific/California timezone


We are a club that is open to the public. There is no application process, you don't have to know certain people, and you don't need special credentials or past achievements. Some members joined before they'd ever done game development – we help them figure it out and get involved! Learn more about how to become a participating member...




We also host industry guest speakers each month!



Mark Diaz, a Doom 2016 Gameplay Programmer at id Software, was our July 2016 guest speaker.
Hear his discussion and Q&A with members on the Gamkedo.Community podcast!

Club Games

Our process is one the club founder made for VGDev at Georgia Tech, GCS at Carnegie Mellon, and r/HobbyGameDev.

These methods were shared on a panel at IndieCade East 2016 and as a talk at GDC 2014's Education Summit.

Released Games (Completely Free)

Critical Alpha (Updated)

Development Time:
May 19 - July 17, 2016
Download: PC / Mac / Linux

Procedurally generated terrain and missions in an aerial combat game, across multiple time periods

Lead Design, Gameplay Programming: Tim Waskett

HUD Design and Programming: Patrick Nugent

3D Modeling: Tim Waskett, Caspar Dunant, Chris DeLeon, Jeremy Kenyon

Sound Design: James C. Hoffman

Special Thanks: Sebastian Lague

Accidental Personal Confusion

Development Time:
June 2 - July 17, 2016
Play: In-browser

Shoot bubbles with a bouncing cannon and color mixing!

Lead, Core Game Code, Grid Logic: Nicholas Polchies

Particle Effects, Cannon Powerup, Sound/BG Code, Code Cleanup: SpadXIII

Bubble, BG Art, Music, Color Mix Concept: c:games

Dashed Aimer: Chris Markle

Menu Code: Jeremy Kenyon

Wrecking Cloud (Updated)

Development Time:
May 5 - July 31, 2016
Download: PC / Mac / Linux / Gameplay Video

Stop the robot invasion in fully-destroyable Earth ruins

Lead, Gameplay Code, Destroyable Buildings: Chris DeLeon

Art Lead, Robot 3D Models+Textures, Terrain, Research Buildings: Angelo Gazzia

Models for Wrecking Hovercraft, Fusion Core, and Fusion Collector Tank, also Sound Effects: Micky Turner

Tractor Beam, Giant AI, Explosion Effects, Collection Mode, Rocket Model: Jeremy Kenyon

Original Music: c:games

Addl. Story: Steve Palley

Addl. Fire and Sky VFX: Tim Waskett

Thopiax: The Arena

Development Time:
Mar 24 - May 12, 2016
Play: In-Browser

Overhead co-op medieval battle

Design, Team Led, Menu Code, UI, Abilities (healing, horn, throwing attacks): Henry Shotwell

Player Character AI (Melee and Ranged), Collision and Enemy AI Bugfixing: Andreas Lathe

Waves Code, Weapons Code Refactor, Most Enemy AI, Polish/Fixes: Nicholas Polchies

3D Enemy Art, Arena, Columns: Angelo Gazzia

Animated Player Characters: Sasha Reneau

Original Soundtrack for Title and Action Music: Charlie Shotwell

Fire Spell Effects, Sound Code Hookups: Marcus Silva

Writing (Intro Story Text): Steve Palley

First Weapons (Sword, Shield, Arrow, Grapple Hook), Animation Code, Logo: Chris DeLeon

Optiverse - Origins

Development Time:
Mar 3 - Apr 12, 2016
Play: In-Browser

Sci-fi themed optics-inspired puzzle game

Project Lead, Programming (Game Mechanics): Erik Verlage

Programming (Level Editor): Andreas Lathe

Programming (Menus, Audio): Marcus Silva

Artwork (Sprites): Dionell Macabugao

Programming (Cutscenes, Animation Code): Chris DeLeon

Sound Effects and Tracks: Thomas Kresge

Story: JL Evans

Level Design: Tim Waskett (10, Internal Reflection; 10, Mixed Mechanics), Erik Verlage (8, Tutorial), Marcus Silva (1, Curves), Dan Lazar (1, Reflection Brings Two Together)

Hungry Game

Development Time:
Apr 21 - June 9, 2016
Play: In-Browser

Government has collapsed, gangs rove the streets... deliver pizzas to save the world!

Project Lead, Programmer, Game Designer: Jeremy Kenyon

Two neighborhoods, rifle and ammo code, enemy hit animations and health, menu mouseover, main menu colors, hud improvement, character model adjustments, enemy attacks, armor, addl. game design: Chris Karpyszyn

Created sound effects and music for game, created different building types: c: Games

Created model for main character, start screen image, ending level, oven: Angelo Gazzio

Legends of the Outlands

Development Time:
Jan 21 - Feb 25, 2016
Download: PC / Mac / Gameplay Video

Co-op puzzle solving adventure rats

Project Lead, Gameplay, Story, Character Model, Layouts, Environment Models, Puzzle Models, Logo: Leiah Fournier

Core Programming, Network Co-Op, Camera Movement, Player Controls, Audio: Jeremy Kenyon

Puzzle Animations, Environment and Puzzle Models: Tim Waskett

Player Ability Code, Puzzle Mechanics, Debugging: Nicholas Polchies

Textures, Shaders, Lighting, Environment Models: Dan Lazar

Addl. Models: Sponge, Closed Book, Dishsoap, Can: Charlie Volpe

Cooking Pot Model: JL Evans

Puzzle Mechanics, Debugging, Spoon & Spool Models: Chris DeLeon

Original Composition of Theme and Level Music: Thomas Kresge

ANTventure

Development Time:
Jan 7 - Feb 11, 2016
Play: In-Browser

Retro ant platformer with powers and puzzles

Project Co-Lead, Lead Level Designer: Henry Shotwell

Project Co-Lead, Art / Animation: Jonathon McClendon

Level Editor Design and Programming: Charlie Volpe

First Tile/Jump Code, Support, Brown Rooms: Chris DeLeon

Purple Rooms Level Design: Erik Verlage

Music Composer: Charlie Shotwell

Overtime

Development Time:
Feb 18 - May 19, 2016
Download v0.9: PC / Mac

Ranged tag online with toys in an office.

Project Lead, Concept, Networking, Gameplay Programming, Combo Plays, Scoring, Player UI, Lighting, Level Dressing, 3rd Person, Dart Gun Code: Dan Lazar

Water Cooler Station Art, Cubicles Art, Addl. Combo Plays Design: JL Evans

Event System, Level Design, Telepresence Robots and Terminal, Photocopiers, Ceiling Lights: Tim Waskett

Tripwire Weapon Code: Andreas Lathe

Combo System, Water Cooler Station Code: Nicholas Polchies

Tripwire Weapon Art: Sasha Reneau

Posters, Addl. Combo Plays Design: Jeremy Kenyon

Art for Player, Dart Gun, Soda, Vending, Filing Cabinet, Cubicle Decor, Trees, Carpet, Ceiling: Angelo Gazzia

Tooltips, Camera Tuning, Water Cooler Effects, Dart Nuke, Ammo Stations, Misc. Polish: Chris DeLeon

Arcade 88

Development Time:
Nov 12 - Dec 15, 2015
Download: PC / Mac Watch: Final Update

1980's-like arcade experience.

Team Lead, Programmer, People: Chris DeLeon

Dialog Design, Hats Cabinet, Game Design and Pixel Art for 6 games: Henry Shotwell

3D Cabinet Model: Eric Andrade

Cabinet Textures for 3 games: Sasha Reneau

Prizes art (Dice, Eyes): Charlie Volpe

Toy Gun Prize: Dan Lazer

Reagan Runner Concept, Boot Art: David Yoon

Music: Nate Chambers

Atmosphere SFX: Andy Hofle (found, non-member)

Music Producer: Mario Bueno (Creative Commons)

Pizza Rat Forever

Development Time:
Oct 29 - Dec 3, 2015
Download: PC / Mac

Find the pizza and drag it home. Don't get squashed!

Lead, Concept, Design, Coding, Music: Steve Palley

Models (All Except Boot), Addl. AI Script: Dan Lazar

Boot Model, Sounds: David Yoon

Addl. Design & Code, Wall & Floor Art: Chris DeLeon

Cat's Meow

Development Time:
Dec 10 - Mar 17, 2016
Download: PC / Mac

A near-future dystopian cat adoption game show

Project Lead: Jeremy Kenyon

Cat Modeling and Animation: Dan Lazar

Environmental Modeling: JL Evans, Leiah Fournier

Game Show Music: Thomas Kresge

Programming: Patrick Nugent, JL Evans, Jeremy Kenyon

Crowd Chant/Cheer: Leiah Fournier, Erik Verlage, Steve Palley, Sasha Reneau, Charlie Volpe, Henry Shotwell, Chris DeLeon

Main Menu Music: Kevin MacLeod ("Hep Cats" - non-member, Creative Commons, incompetech.com)

Percival Peckinpah, Professional Picnic Packer

Development Time:
Jan 7 - Feb 4, 2016
Download: PC / Mac

Be the best at packing picnics

Co-Lead, Concept, Models, Design, Writing, UI Design: Sasha Reneau

Co-Lead, Production, Concept, Design, Level Design: Steve Palley

Music: Thomas Kresge

Models, Code, Lighting, Audio/VO: Chris DeLeon

Writing: Jeremy Kenyon

Furniture, Addl. Models: Dan Lazar

Galaxy Breacher

Development Time:
Oct 1 - Nov 6, 2015
Download: PC / Mac Watch: Video Trailer

3D space combat, lone interceptor facing huge ships.

Project Lead, Gameplay, Levels: Chris DeLeon

Models for Serpent, Interceptor, & Turret: Dan Lazar

Ship & Serpent Textures, Game Logo: Sasha Reneau

UI Design and Implementation: Marcus Silva

Sound Effects and Original Music: Nathan Chambers

Narrative Design: Leiah Fournier

Creative Commons Music Selection: Joe Spradley

Music: Kevin MacLeod (Creative Commons)

Little Brother

Development Time:
Oct 8 - Nov 6, 2015
Play: In-Browser (Chrome recommended)

Wikileaks/NSA-themed match-3 game.

Project Lead, Main Programming: Jeremy Kenyon

Art: Sasha Reneau

Game Programming: Marcus Silva, Sam Tobia

Music: Calix Reneau

Foam Corps

Development Time:
Oct 19 - Dec 3, 2015
Download: PC / Mac

Use foam darts to defeat hidden office zombies. Online co-op.

Lead, Main Programming, Concept, Character and Environ Models, Networking, Lighting, Game Modes, AI: Dan Lazar

Git Setup, Cursorlock, Tuning: Marcus Silva

Speed and Health Powerups: Jeremy Kenyon

Music: Nathan Chambers

Prop Placement, Watergun Art, Title Screen: Chris DeLeon

Addl. Concepts: Calix Reneau

Testers: Allen Wan, Patrick Nugent

Lunar League Fütbol

Development Time:
Nov 23 - Jan 7, 2016
Play: In-Browser

Overhead pick-up soccer on the moon

Concept, Pitched by: Joe Spradley

Player+Score Code: Charlie Volpe

AI Code: Marcus Silva

Art, Ball Code: Chris DeLeon

Sound Effects: Patrick Nugent

Terminal Prophecy VR

Development Time:
Jan 14 - Feb 18, 2016
See: Section of Club Demo Video (APK unavailable since Samsung Gear VR requires per-headset configuration)

Blast flying viruses with your face laser!

Design, Pitch, VFX, Concept by: Calix Reneau

Writing: Leiah Fournier

Code, Art, Sound, VO: Chris DeLeon

Music: Nate Chambers

Games In-Development

Images here are from works-in-progress. Another 1 or 2 new games will begin soon.

CrossPoint

Development Time:
June 19 - Aug 28, 2016

Solve puzzles by visually applying linear algebra concepts

Pitched and Led by: Erik Verlage

Team So Far (subject to change): Tim Waskett, Jeremy Kenyon, Paul Diaz, Micky Turner, Sasha Reneau, Thomas Kresge, c: Games, Omowale M. Oniyide, Robby May-Sylianteng

Journey of Little 2bit

Development Time:
July 24 - Oct 9, 2016

A classic scrolling 2D sh'mup

Pitched and Led by: SpadXIII

Team So Far (subject to change): Chris Markle, Mykola Mykhailytskyi, Chris Karpyszyn, Mass KonFuzion, Micky Turner, Jeremy Kenyon, Nick Polchies, c: Games

Magic Boots

Development Time:
Aug 7 - Sept 18, 2016

Jump between clouds! Discover fantastic treasures!

Pitched and Led by: Chris DeLeon

Team So Far (subject to change): Tim Waskett, Chris Karpyszyn, Nicholas Polchies, Chris Markle, Erik Verlage

Divine Disaster

Development Time:
Aug 14 - Dec 4, 2016

Become an angry deity, with HTC Vive VR!

Pitched and Led by: Jeremy Kenyon

Team So Far (subject to change): Tim Waskett, Chris Karpyszyn, SpadXIII, Chris DeLeon, recently pitched more joining soon



Every game made in the club is a collaborative group effort between programmers, artists, level designers, composers, narrative specialists, and audio people. During early development the specific roles are often in flux, but every game we release will include full credits which we'll then list on this site as well.

Next Meeting

12:30pm PST Sunday August 28, 2016

Meeting Online
(Members-only at this time)

We'll have progress update demos from Journey of Little 2bit (2D side-scrolling space shooter), Magic Boots (3D jumping between clouds over infinite terrain), Divine Destruction (VR angry deity simulator), and a final release update from CrossPoint (educational puzzle game focused on linear algebra concepts).

Although our online update meetings are members-only, if you'd like to check them out as a spectator without team pressures yet you can sign up as an Indie Supporter, our lowest-cost option, on the Registration page. That will provide you with ongoing access to our new and archived meeting recordings.

Upcoming Dates



FAQ

Does this club meet in-person?

We used to meet weekly in Beverly Hills. Now that many of our active members are around the world we've adjusted our club's weekly official update meetings to instead take place entirely online.

How is this not just a meetup or forum?

Meetups and most gamedev forums are about people catching up on their outside projects. The focus here is on games started within the club, developed by people who met through the club, and (in part) promoted by the club upon release.

How is this different from a game jam?

These projects span over a longer period of time, 1-5 months. Contributions are spread over the project's cycle - not while at update meetings - in small, cumulative efforts toward weekly goals... instead of being crammed into 48 sleepless hours as we see in jams. This makes our game development practice a sustainable activity year-round.

What's the time commitment?

The time needed per member is totally flexible. Project leads typically put in 1-2 evenings per week to keep the game they're leading progressing steadily along, but among contributors time involvement varies considerably. Some chip in maybe 30-60 minutes per week, some take breaks between projects, whereas others contribute to multiple projects at the same time to fit in more practice. The more you're able to put into it, the more you'll get out of it, but it's totally up to you.

There's never pressure to take on more than someone's comfortable with. We never interfere with important priorities like family, classes, or work obligations. We keep the stakes low so no one ever has cause for tension; if something doesn't get done by a planned time we simply design around it or sometimes someone else may volunteer to fill in for it. No big deal, stuff gets done, and it's just practice.

Do I need to live in Los Angeles?

Not at all. That was the case for our first few months, but now many of our project leads and collaborators are around the world. You can live virtually anywhere and participate in game development with our club, through our processes, and with our members network.

As of the time of this update: our 2 most recently completed games were led from Canada and the UK, the next pitch is being done by a lead in the Netherlands, another project is being led from Caltech in Pasadena, and the team I'm leading has art contributions from a collaborator in New Zealand. Many of our other members are spread throughout the United States, including San Francisco, Chicago, and Atlanta.

Our weekly meetings now happen live online as group video chat. Collaboration between update meetings takes place on our club Slack forum, Github, and other online tools like Trello, Dropbox, Hangouts, and Skype.

To get started simply check out our section with membership details.

What if I don't know how to make games?

As long as you're willing to learn and get involved we'll help you learn as you go. You don't have to be or become a programmer, either; many of our members contribute sounds, digital art, original music, levels, logos, and so on.

Can I be an "idea person" and have others make my game for me?

No, sorry, that's not what this is about. If you'd like to join in, we can help you pick up some basic practical skills so that you can lend a hand in bringing your ideas to life, too.

What if I want to make a type of game the club isn't currently developing?

As long as you have the skills to lead it and pull together the core of the gameplay, you can pitch and start a team to create whichever kind of game interests you. If you don't yet have all of the required skills to lead its development then it's also an option to Joint Pitch, where you can pair up with the club's founder or another willing member who can fill in the gaps then lead the project together.

Is it too late to join?

It's never too late to get involved! All game teams are flexible to new people joining on any given week, we frequently have new projects starting, and members get access to a video archive of all past meetings in case they wish to catch up on what's been happening (though there's no obligation to watch those).

Are the games sold?

No, all games produced in the club are non-commercial: no in-app purchases, no price tag, no integrated ads, and so on. This is important because the projects serve as a practice role for many people involved. Keeping the games non-commercial greatly lowers the barrier for involvement and keeps pressure down.

Who owns the rights to the work?

Members retain complete copyright to the intellectual property they produce (i.e. they are welcome to reuse, share, or even sell their specific contributed parts). We ask, for the good of peers, only two exceptions as a condition for membership: (1.) that once your work is included in a game released for free by the club you'll allow it to remain in that game, and will not attempt to interrupt the game's availability in the future, and (2.) that screenshots, videos, released download files, detailed description, and other depictions of projects you worked on in the club on may be used by peers or the club for portfolios and club promotional purposes without seeking your specific permission.

What if I'm already a professional?

Join us to get non-commercial side project ideas out of your system. Several of our members are professional game developers. This club is where they have a creative outlet to make smaller projects, take bigger chances, or go outside their expert skill areas.

Club participation empowers a level of creative freedom and total flexibility that can be extremely tough to find, even for someone working on a successful franchise or fully funded professional project. This is about bringing people together to practice skills we feel like practicing to develop games we feel like making.

How to Join

1. Click the button below for club details 2. Register to be a member 3. Make games with us!

I like that the group isn't tied to the physical location, making it possible to be part of a development group from anywhere. Gamkedo Club has helped to increase my skill level and confidence in using game production technologies, and provided good experience doing team projects.

Nicholas Polchies
Project Lead, APC5
Contributor on 3 games



Questions about Gamkedo Club?
Contact chris@gamkedo.com
or call 917-GAME-DEV (426-3338)

Chris DeLeon, Gamkedo Founder

My background in professional game development includes console (for EA: level design for Boom Blox, technical game design for Medal of Honor Airborne), gameplay and engine design for a Silicon Valley start up, top-ranked indie iPhone/iPad games, and prototyping for Will Wright's Stupid Fun Club. I taught game development skills at Georgia Tech as a PhD student before I started Gamkedo LLC. I've also developed over 90 freeware games, including all programming and level design for Vision by Proxy 2, played over 7 million times.

Forbes 30 Under 30 in 2011 2010 IndieCade Finalist, now GameU Co-Chair Technical Game Designer for Electronic Arts Los Angeles Will Wright's Stupid Fun Club Entertainment R&D Silicon Valley Startup Game Tool Coarchitect Blogger for 6 years Online Instructor Georgia Tech Club Founder Podcast host Los Angeles Club Founder Carnegie Mellon Club Cofounder

Forbes 30 Under 30 for Entertainment in 2011
IndieCade 2010 Finalist, GameU Co-Chair since 2014
• Club Founder (Georgia Tech, Carnegie Mellon, global)
• Twitter @Gamkedo, worldwide community
HobbyGameDev blog six years of weekly articles
Conference Speaker, academic and industry
• Engine & levels, Vision by Proxy 2, 7+ million plays
Interaction Artist, 219 daily experimental prototypes