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The 2019 Global Game Jam is now the second one I've had the pleasure of participating in!

 

The theme was"What home means to you"

 

Our team consisted of 1 Producer, 1 Designer and 2 Programmers.

 

I acted as the Producer 

 

RESPONSIBILITIES

- Vision Maintenance

- Scope Management

- UI & Audio Design

- Adapt to issues and create solutions

- Level Building & Lighting Art

- Help with Art Implementation

- Aid with the main design of the game

Timeline & Evaluation

 

When tackling the theme of the 2019 GGJ we wanted to create an experience that presented the absence of home. This began the creation of alone. The concept is about a person being trapped in an underground bunker, isolated from society, in this scenario, the character is deprived of needs any human requires to live. (Inspired by Maslow's hierarchy of needs). The objective of the game is to understand you'll be away from home for a while, so instead, make this your home.

 

We had quite a lot of fun adding in homely gimmicks, and things that would make us feel at home, such as record playing (music), painting walls, grabbing items and placing them where you want to be and turning the heating on!!

 

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What went well:

 

  • Our objective with this game was clear cut, the vision we had in mind synergised with all teammates

  • There was a task everyone could be doing at all times, meaning there weren't any significant blockers

  • Despite our lack of an artist (programmer was doing art), the asset list was clean and concise, there were no issues completing all of the art

 

What went wrong:

 

  • Whilst we did use version control, our use of prefabs/duplicate scenes was lacking, this meant to we had people blocked from working in the scene if there were others wanting to do the same

  • The complete vision of our game couldn't be fulfilled due to time constraints, we definitely should've put a larger emphasis on replayability

 

What I've learnt:

 

  • I found that level creation took rather long to perform, especially since I'm not specialised in level design. Using prefabs or multiple scenes and getting my other designer to help me out with the creation would've done wonders. Most of the plans for the gameplay design he was creating never ended up in the final product, it does show where else our time could've been spent.

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