programmers" had to be chosen due to limited time and complex coding tasks. The resulting innovative games, while in no way complete, were presented at the Experimental Gameplay Workshop session at the 2002 GDC and were well received. The event was funded by donations: for example Intel supplied the team's personal computers. The second Indie Game Jam held in March 2004 used Zack Simpson's Shadow Garden technology, which used a human shadow projected on the wall as the primary interface. The IGJ again had 14 programmers and designers participating. The third Indie Game Jam was held in March 2005 and two dozen programmers participated. In the invitation letter, Hecker proposed to explore physics engine integration into gameplay. The engine chosen was Atman Binstock's 2D physics engine with a framework for experimentation with various physical properties and object interactions. The engine presented a challenge, because the real world physics did not necessarily correspond with the engine's features. The jam explored level deformation and chaotic results from player's interaction with the physics engine. It proved difficult to focus on game design rather than physics themselves. The jam also invited a number of support stuff and artists to polish the games. Almost all games produced used PlayStation 2 DualShock controllers. While unfamiliarity with the engine and certain technical difficulties provided a challenge, in the end the team succeeded at producing working games. In the end, the physics were seen as a field of potential innovation. The fourth Indie Game Jam held in March 2006 explored human interaction using 3D characters from The Sims. The IGJ attracted professionals from various fields – art, sound design, game theory and education. By this time, similar Game Jams had developed – in Lithuania, Toronto, Dallas, Boston, Ohio, and Nordic. References Notes Sources External links Indie Game Jam Indie video games Game jams