
Game Jams
During my studies I took every opportunity I could to join locally hosted Game Jams and progress my rapid development skills. Game Jams have provided just as much insight into development practices as any other development experiences I’ve had. Having to convert an idea into a product in only a weekend taught me how to prioritize when under time pressure while still creating a compelling and polished experience. Below are some of the products my teams were able to create during Game Jams.
There I Fixed It is a 4 player party game made in 48 hours during the Global Game Jam 2020 with the theme of “Repair.” The player’s goal in the game is to repair furniture of their corresponding colour while destroying all the other players furniture. This jam marked the first time where we finished the project early and were able to develop additional features for fun. We attributed this success to our refined rapid development skills we learned from prior Game Jams.
Finding Home is a space exploration game I programmed for the Global Game Jam 2019. The theme of the jam was “What Home Means to You” and we tried to encapsulate the feeling into an experience of discovering new upgrades and returning back to earth only to venture out again in search of a new planet.
Buccaneer’s Bounty is a naval simulation game with realtime buoyancy physics syncing with a wave vertex shader. This was my first attempt at creating a vertex shader and using it for interactions in gameplay.
Dead Before Dawn is a simple on rails shooter made in only 8 rushed hours (I had an exam for a significant portion of the jam). This Game Jam limited us to a Halloween theme and only using basic unity shapes and materials.
Trick or Treat is a game I programmed early in my studies as a first attempt at networking. Within the limited time and the restriction of only using basic shapes, we were able to create a fun, 4-8 player, social deduction/hide and seek game.