Game Jam Week!
This week has been dedicated to a game jam. We chose teams of 5 and were sent away with the theme of Arcade and facade.
I have taken the role of 'Team leader' to help incubate ideas and help everyone understand the limitations set on us with our very little programming experience. It's very easy to think too big, so my job is to help narrow the scope for the project, and to prototype the game in Unreal.
The project brief is 'Facade' so we decided to include it into a narrative, basically you are a fish, you and the fish love of your life are frolicking in the tank 24/7, until your owner places you in a different fish bowl out of spite, this place was not the heaven that it seemed, instead it's nightmarish hell in which you're torn away from your one and only fish love, your only goal is to get back to her... or him, I can't tell it's gender to be honest.
This artwork in this post are not only mine but that of my entire team.
The project brief is 'Facade' so we decided to include it into a narrative, basically you are a fish, you and the fish love of your life are frolicking in the tank 24/7, until your owner places you in a different fish bowl out of spite, this place was not the heaven that it seemed, instead it's nightmarish hell in which you're torn away from your one and only fish love, your only goal is to get back to her... or him, I can't tell it's gender to be honest.
This artwork in this post are not only mine but that of my entire team.
Monday - Idea generation:
I decided to jump straight into Unreal and flesh out some basic mechanics for the game, this was before having any assets ready to put in, except for an awesome fish animation made by a team member.
Here's what the game looked like at this phase
It doesn't look like much but most of the core mechanics are already done, all I have to do is edit them and change them around, I can also start adding assets when they are ready to go in.
Using assets and photo bashing, I was able to come up with a quick level design that shows the mechanics of the level. From this I know exactly where I need to go with blueprints.
I completed the timer around this phase, now you can collect the timer add-ons and there will be cap on how much time you can have.
Menus - To help the game keep coherent with it's arcade theme I created some basic menus that prompt the player to pay to play, and one that gives them their score, keeping it simple really speeds up the process of navigating menus.
If I could go back and re-do things I would spend more time on the HUD aesthetics and maybe add a few more mechanics, possibly even clean up the blueprints.
I'm happy to say that we came away with the best 2D art award and won us some sweet kinder eggs. This is something I'd definitely do in my spare time again.
Here's what the game looked like at this phase
It doesn't look like much but most of the core mechanics are already done, all I have to do is edit them and change them around, I can also start adding assets when they are ready to go in.
Tuesday - Pre-prototype and asset making:
Unreal progress - I have now blocked out where most of the assets are going to be placed, this way I can start fleshing out a final level design so that we have something to work towards.Using assets and photo bashing, I was able to come up with a quick level design that shows the mechanics of the level. From this I know exactly where I need to go with blueprints.
Wednesday - Prototype and asset making:
The game is starting to come together nicely, now that all the mechanics are in place and assets are starting to flood in the game is really becoming quite coherent.I completed the timer around this phase, now you can collect the timer add-ons and there will be cap on how much time you can have.
Menus - To help the game keep coherent with it's arcade theme I created some basic menus that prompt the player to pay to play, and one that gives them their score, keeping it simple really speeds up the process of navigating menus.
Thursday - Polishing:
Below is a still from the final game, personally I think it looks great, pixel art was definitely the way to go with this task. The only thing I'd change is the change up in styles, everyone was pretty new to pixel art so we couldn't set a style in stone.
Friday - Outcome!:
Overall this week has been a great test, working in a group has been great practise and I've learned a lot of skills to do with blueprints and pixel art, it also shows how much you can get done in a week with a willing team! The problem solving aspect of the task has been the best part for me, it really does teach you a lot of skills, and handling a team has been great practise.If I could go back and re-do things I would spend more time on the HUD aesthetics and maybe add a few more mechanics, possibly even clean up the blueprints.
I'm happy to say that we came away with the best 2D art award and won us some sweet kinder eggs. This is something I'd definitely do in my spare time again.









































