I've done a couple of game jams before purely as an artist, so this was my first solo jam. It worked quite well, one struggle with remote team development is not knowing exactly what is needed and what can be achieved. I was able to get something playable made, and then make the appropriate number of assets based on the time I had left.
I started kinda late and spontaneously, I didn't want to bring someone in to 'use' them for their sound skills. In future team game jams I'd love to get someone on board to do this.
What I've learnt is problems with past game jams. If you're in a team, nail down the concept and art style right away, giving the artist the freedom to create what they want that will fit the style. If you're the developer, keep communicating with the team as you hold all the insight into what can be achieved and when. Cut ideas as soon as they become a burden, they can be added later once you've made something playable.
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