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Game Jams

Egg Haunt

Game Design

Level Design

Genre : Game Jam - Third Person Controller

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You are a Guardian Frog and some spirits stole precious Eggs.
It's up to you to get them back!

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You can grapple with your tongue, jump and run, and of course : throw a shuriken..

You have to get it back to throw it again though (or wait long enough).

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Goal :

  • I wanted to further hone my Unreal skills.

  • It was not planned, but being a team of 14 it became a goal for me to be able to manage such a crowd for a jam.

  • The whole jam group spoke english (for one of us couldn't understand french), so first managing + managing in english experience for a big team.

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Constraints :

  • Theme : Lost and Found

  • 5 Days (most of us couldn't work before the week end, so not really 5 full days of jamming there)

  • Really big team for a jam

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Learning occured :

  • I learned that my Unreal skills improved. I was the most experienced with Unreal in our team, so was there to help the Programmers deal with collision issue and such.

  • That a team of 14 for a jam was a bad idea, I was sure of it before we really started, but the experience was fun nonetheless.

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Mistakes were made :

  • Tracking ideas and communications was rough, and at one point I let the artistic team alone for a day, they ended up producing way too much assets I could implement.

  • I should've put a clear stop half a day prior to the deadline for people to stop add things.

  • Merging in Level Design with two Landscape components didn't do well to our speed, we had many issue to correct.

  • I gave some Programmers too much credit and let them do their magic, resulting with a few features that I deemed core not being implemented (ability to grapple directly into the flying weapon while game is slowed).

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Challenge :

  • I had to help Programmers with Unreal BP (some were new to this), myself not being super confident with my BP skills.

  • I couldn't start Level Designing at the right scale before the third day, the programmers were working on the Third Person Character and it's hook mechanic.

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Why did it work well :

  • I was the go to guy in term of design and big picture decision, reducing the risk of chaos.

  • I worked with verry talented Artists, Programmers and Sound Designer (as it can be seen in the video or directly in the game).

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