This week I wanted to take some time and write about our newly released game "Fire Ye Cannons" and how the project started and how it was developed. So this story starts when I was browsing through articles one evening and came across an article on Gamasutra titled "Internal Game Jams: Can You Make Them Work For Your Studio?". In this article, it is discussed how a small game studio takes a Monday every two weeks and does an "Internal Game Jam" to get fresh new game ideas for future projects. I was skeptical at first about the benefits of a studio using resources in this way, but the more I gave it thought, the more it made sense. The first benefit I thought about was the project scope and "freshness" of the project. Cory, my brother-in-law and business partner, and I had been deep in development on Plunderer's Run and a client project for months and felt that maybe something like this could help give us something small to work on and complete in a very short period of time. So I invited him over to my house (we both currently work on our projects from home and have calls on Discord regularly) to work on a small game over a weekend. So on Saturday we started work on developing the gameplay style and presentation, we both had decided on an "endless runner" style game to start out with as we both felt it would give us an idea on how "big" of a project could be made in such a short amount of time. By the end of the weekend, we had a very nice functioning game that was fun to play. As the weekend had come to a close and I had time to reflect, I saw more than just one benefit to the jam session that we had. So besides having a small, fresh new project to work on, learning new techniques in such a small project was also an amazing benefit. Before the weekend had started, I made a very small list of things I felt that I was weak at in game development or programming in general. During our game jam, I was constantly finding ways to focus on these areas and coming out of the weekend I felt even more confident in my abilities. This alone was a big step forward for me personally and gave me an idea of what to expect for the next game jam. Over time, with fresh new ideas as a goal in game jams moving forward, this style of game development can help a small studio find a fresh new game idea that may not have been done before, as well as provide a good way of learning new techniques and ways to develop. Finally, and most importantly, it was great just getting to spend the time actually working with Cory in the same room rather than having to talk and screen share over Discord.