Game Jams

Since beginning university I have frequently taken myself into game jams. I enjoy game jams as they offer an opportunity to develop my skills and work with people who I don’t normally get a chance to work with. Each time I take part in a game jam I try to focus on and learn or improve upon at least one skill alongside practicing the general process of fast paced game development.

Press SPACE

Game Jam: Winter Jam by SoloDevelopment 2023 

Duration: 72 hours 

Team Composition: 1 Designers, 1 Programmer, 2 Artists. 

My Role: Lead Designer, Programmer. 

Engine: Unreal Engine 5 with blueprints 

Theme: The End is Near 

Game Concept: The blackhole’s gravitational pull gets stronger the closer you get, avoid passing objects and collect anti-matter to fuel your ships boosters to survive as long as possible.

Click here to visit the submission link.

 

The artists liked the idea of getting to draw a bunch of space themed debris and in terms of code the idea was easily scalable; with only three important features (movement, gravitational pull and debris spawning) and many potential features that could be added if we didn’t get too stuck on the first three.

We worked through each key feature via pair programming. The biggest challenge for us was definitely the variable gravity, which we ended up writing ourselves, deciding that trying to get Unreal’s default gravity to work in the way we wanted it to was more difficult than using our own solution (which allowed for each object’s movement speed to be affected individually).

I’m really proud of how the game turned out, everyone on the team had a ton of fun and we even managed to get some extra features in such as the fuel gauge and boosting which make the game way more fun (and also a really cool cutscene which one of the artists spent the entire last night making). If I were to continue it there is plenty of space to add new features: such as camera zooming, debris destruction and maybe an escape condition.

 

ROB and BOB

Game Jam: Global Game Jam 2022 

Duration: 48 hours 

Team Composition: 2 Designers, 2 Programmers, 3 Artists. 

My Role: Lead Designer and Producer. 

Engine: Unity 

Theme: Duality 

Game Concept: Control 2 robots each with a different set of tools to solve a timed escape room. Each robot has limited battery life but you can charge it’s battery by swapping to the other. Play by yourself or co-operatively by swapping the controller when swapping robots.

Click here to visit the submission link.

As my first in studio game jam since before covid, I was very excited to get stuck in to this jam. While I arranged the team before hand with Tyler Boundy, there were multiple members of the team added at the start of the jam or that I’d not had a chance to work with before. 

With “Duality” as the theme a lot of ideas were thrown around for a co-operative game, and a lot of the team liked the idea of working that into an escape room. This developed into the hotseat mechanic, where 2 players take turns at the same puzzle, viewing it from literal different perspectives of the two robots. This worked to make the game more unique, lower its scope and also more accessible as it allowed single player. 

I worked closely with the programmers to implement game mechanics and puzzles to the escape room that I designed alongside Kelvin Statham. I worked the most in engine and implemented most of the assets and audio. 

I particularly enjoyed working with the programmers to work through technical problems on this game, I gained valuable experience working in Unity and helping to design tools which helped me with implementation of our designs.

An Act of Humanity

Game Jam: My First Game Jam: Summer 2020 

Duration: 1 Week 

Team Composition: 1 Designer, 1 Programmer, 2 Artists, 1 Audio Designer 

My Role: Designer 

Engine: Unity 

Theme: Change 

Game Concept: 2.5D wave based shooter. The zombie apocalypse has reached the wild west, after being bitten you must commit acts of humanity to slow down and reverse the zombification process. The more zombified you are the weaker you are in combat.

Click here to visit the submission link.

This games concept came mainly from the artists, who loved the fun of combining wild west themes with zombies. We liked the idea of gameplay changing as the character became more zombified and built off of that.

Most of my time on this went on system design, as levels were fairly simple to assemble thanks to the excellent Unity tools scripted by Christopher Robertson. This included the weapons used by the character. the enemy wave system and the zombification. I also worked on the UI and UX of the menus. 

I’d say my biggest challenge on this was making zombification impactful and fun. To follow the theme it made the most sense for the player to become weaker the more zombified they were (losing their shotgun and eventually losing their pistol too). This does motivate and reward the player for playing well but it is also extra punishing on mistakes, making it a slow but painful death once you lose the shotgun unless you get lucky with the humanity drops. 

I think the game is still relatively fun but looking at it now, I think I would work towards giving the player still good but more challenging tools when more zombified (e.g. a melee weapon that is riskier but effective at hitting enemies in multiple directions). The player would still get weaker, but its less punishing as the player is still capable of using their tools to fight their way to acquire humanity pick ups.

I am going to add more game jam projects to this page soon.