Game Jams

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Kurt's Night Shift

For download PC version visit https://despacitos.itch.io/kurts-night-shift

Background

The Game Assembly Discord announced a 48-hours game jam hosted by Climax Studio. At that time, my understanding of a game jam was limited to the basic concept of game creation. Eagar to participate, I joined forces with fellow students to form a team called Tiny Green Ants and we registered for the Climax Game Jam. This was my first game jam experience and it turned out to be incredibly enjoyable! It was so engaging that I found myself on the brink of addiction, barely sleeping thrtoughout those 48 hours. Despite the exhilaration, I've decided that in future game jams, I will make sure to get proper rest. I am proud to have secured 3rd place in this friendly game jam, a remarkable achievement and learning experiences.

Character movements

I aimed for the character to rotate along the y-axis withing a 0 to 180-degree range, based on the mouse's position on the x-axis. Due to the time constraints preventing further investigation into the spin-walking issue, I opted to calculate the distance between the mouse position and the character, introducing a minimum threshold for how close the mouse can be to the character. If the distance falls below this threshold, the character won't rotate. The downside of this method is that it causes the character to snap quickly in certain mouse positions. However, this was deemed bearable compared to the constant spin-walking players would experience, as revealed through a quick playtest by my teammates.

Dialogue System

Among other feathers I implemented were the 3D sprite pop-up utilizing 3D planes with applied textures that include transparency. Additionally, I incorporated dialogue text system which also triggers voice lines recorded by our game artist.

 

Among other tasks I contributed to during this game jam, setting up a Discord server, managing the Perforce mainline and Unity project, and creating tutorial videos to assist my teammates in setting up their workspaces were some of the activities.

 

Hamster 16

Background

The Game Assembly (TGA) hosted 48-hours in-house gamejam, and I couldn't resist how fun it sounded! The theme was "isolation", but if you've tried the game, you'll notice ours is quite the opposite. The hamsters are isolated, yet they are not! We had a really fun experience playing Hamster 16 with other TGA students. Initially, players, started off by attacking each other and harbouring wicked thoughts, but they soon begin to cooperated, trying to beat the game! One team managed to clear the game after more than half an hour and witnessed the ending cinematics! The ironic quote of the day was, "One last game!".

Tobias Puusaari Lehmann and Pontus Beckström (Hamster 16's level designer) was one of our most talented playtesters. They quickly understood the game's core mechanics, developed effective strategies, communicated well with the team, and led them to victory even in situations where we, the developers of Hamster 16, could not beat the game ourselves.

Due to some unknown issues the WebGL version could not display some visual effects and ending cinematic properly. Unfortunately, since the time was short, we did not had extra time to allocate to investigate and fix this issues. If you're interested you can try to download the game and play with your friends or collegues!

Recommended of 2 - 4 players using hand controllers and loud stereo speakers!

You can play Hamster 16 on the website or download the game here at

https://carrydev.itch.io/hamster16

Vamp Cream

44-hours gamejam using Hology Engine!

You can play Vamp Cream here at https://carrydev.itch.io/vampcream