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 :
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I wanted to further hone my Unreal skills.
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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.
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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 :
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Theme : Lost and Found
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5 Days (most of us couldn't work before the week end, so not really 5 full days of jamming there)
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Really big team for a jam
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Learning occured :
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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.
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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 :
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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.
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I should've put a clear stop half a day prior to the deadline for people to stop add things.
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Merging in Level Design with two Landscape components didn't do well to our speed, we had many issue to correct.
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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 :
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I had to help Programmers with Unreal BP (some were new to this), myself not being super confident with my BP skills.
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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 :
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I was the go to guy in term of design and big picture decision, reducing the risk of chaos.
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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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