Breakdowns of the work I have done for the various game jams I have been a part of. The environment of a game jam is where I thrive. Suprise themes, tight deadlines, and often teams of newly-acquainted devs. I enjoy the opportunity to create something and gain experience in a game dev team environment. And as stressful as they are, they are incredible learning opportunities.
What started as a simple "What if I just made pong?" practice project, Brew Balls became my first solo game jam project when I asked myself "Now what could I do to make pong fresh?"
My least favorite part of pong is waiting for the ball to get back to you. I wanted to find a way to make those in-between moments more exciting without simply increasing the speed. I came up with the idea of swapping modes on your paddle to add 'baseball pitch' style twists on the ball's movement. Such as a curveball, or a straight-shot fastball.
Earlier that week, SGDA had announced that their latest game jam theme would be "Pick Your Poison" and everything just fell into place from there. I had always wanted to explore botanical potion brewing as a theme for a game, and I thought this game jam was the perfect excuse to try it out.

SOMETHING WICKED takes place in a suburban neighborhood, so I spent several hours on google maps and driving around my town to get an understanding of how streets are laid out. I think this resulted in a very realistic neighborhood, as well as interesting park and forest trail sections.

The sprites and tiles of SOMETHING WICKED are all made in Aseprite as 16x16 images. I created every sprite in the game that wasn't a character sprite, enemy sprite, or the street lamps. This gave me complete control over the color palette and visual language. I really enjoyed making the trees and foliage.
Using Native Instruments' MASCHINE software and Audacity, I created the music for the theme. Originally I wanted to have the tracks be context-sensitive so that the Day-Overworld and Day-Shop themes would play simultaneously as the game pans between them depending on the context of the scene. The same concept was applied with the Nigh-Overworld and Night-Combat themes. However, we ran short on time and many songs and sound effects couldn't be implemented the way I initially wanted them to.

Using ProBuilder, I created a gladiator-style arena for our game. I chose the circular design because it fits the theme and gameplay of an endless PvE Arena Shooter. I added verticality to the level in order to encourage the player to move in more ways than just a simple circle. This also helped the flying enemies move with varying vertical heights as well.

In order to achieve the "PlayStation 1" graphical style I wanted, I created all the materials for the level surfaces in Aseprite as 64x64 pixel art images.
What really added to this aesthetic, however, was the low poly nature of ProBuilder level geometry, along with the free PSX-Retro-Shaders provided by dsoft20 on github.
Using Native Instruments' MASCHINE software and Audacity, I created the aggressive Quake III Arena and DUSK-inspired theme for the game. I also recorded the various sound effects using soda cans, boots, and grunts. Then reduced the sample rates down to ~11kHz to replicate the crunchy sounds of the original Quake.