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    Jam Projects 2021 - 2024       

Various projects often made within 48 hours or less, alone or in a team.

Team & Roles

Various depending of the projects, often Game Designer and Gameplay Programmer

Software and tools

Unity, C#, Jetbrains Rider, Github, Fork

Context

Short jams organisez by Rubika or GMTK jam

Duration

Various, often 48h

My work

As jam are short events, I usually take on many different roles to work fast, although it is mostly game design and programming :

  • Quickly brainstorm and create the core mechanics of the game.
  • Create some levels, depending on the game genre.
  • Programm the core features, often in Unity / C#.
  • Set-up artists assets, such as animations or VFX, as well as sound design and music.
  • Bugfix (although, due to the short time, this is often left behind...).
  • Work on menus, interfaces and settings.

Quasi-No Crime (itch)


Developed during the GMTK game jam 2024, Quasi-No Crime is a solo "Where's Waldo"-type game where you play as the unique security employee in an ever-growing casino full of thieves.

The theme for the jam was "Built to Scale", and we had that idea of having a game that always scale its difficulty until it is impossible to go further. Inspired by games like Where's Waldo or Micro Macro, we chose to place our game in a casino, where you must watch multiple security screens and find thieves before they escape with their stolen loot.

Exemple de Ligne Verticale

Team : 2

Role : Game Design, Programming (C#)

Duration : 4 days

Software : Unity

As a programmer, the biggest challenges included handling hundreds of AI agents, as well as managing dozens of security screens with the ability for the player to click through these screens and select objects.

Quasi-No Crime is available on itch.io (link here) and can be played in your browser.

The Team

Clara PROVILLE - Character and Environment Art

Soupe de Baies (itch)


As part of a game jam organized in Rubika, the goal was to create a project with students from lower grades. With a big team of 8 people, we made Soupe de Baies, a solo management game where you have to give simultaneous orders to two monks to create potions in a limited time.

You play as in a RTS, using only the mouse to select one of your monk and click on the object you want to interact with. You need to harvest resources and brew, heat, grind and mix them to create potions in a fast-paced game.

Exemple de Ligne Verticale

Team : 8

Role : Game Design, Programming (C#)

Duration : 2 days

Software : Unity

The most difficult challenge with this project was to give enough Quality of Life features to make the game as less frustrating as possible. Features like keyboard shortcuts, buffers for multiple orders, or queues for multiple monks at the same location are many features that were hard to programm but revelead very useful for the feel.

Soupe de Baies is available on itch.io (link here) and can be played in your browser.

Finally, some small details we like in this game are the geese. They serve no other purpose than to make a funny sound and a heart emote when you click on them. It seems insignificant, but they make the game more living while giving the player something to do when the monks are busy.

The Team

Paul CICHOWLAS - Game Design
Ethan DEHAY - Game Design, Programming
Anatole MAROTINE - Game Design

Camille DARDOIZE - Environment, UI
Thaïs DESCAMPS - Characters
Liam LOUGRADA - Environment, UI
Clara PROVILLE - Animations, Level Art

The Fintastic ABC Adventure

 
This project was created during a 2-day school course, similar to a game jam. The theme for this was "Fishing", and I wanted for some time already to create a game around the keyboard.

The Fintastic ABC Adventure is a fishing game, but it's mostly a typing game, where you need to type displayed words as fast as possible to catch fishes before they escape. The game features two game modes : a timed mode (2 minutes) to make the biggest score, and an endless mode where you play as long as you don't make any mistake. 

Three things I like about this project : 

  • At the end of every level, you have a quick summary including the number of fishes caught, your typing speed (words per minute), your time, and more.
  • I firstly started with random letters, but quickly found it too difficult to type random letters in such a short period of time. Instead, I had to learn to download a whole french dictionnary online, cut it to separate each words and add this to the game to generate the words to type.
  • Because the game was not really hard to program, I had some time at the end to draw some 2D assets, add some animations, a day-night cycle and a simple dithering shader that I really love.

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