*Looks at the date of last post* *Looks at today's date* *What the FFFFFFFFFFFFUUUUUUU...!*
Anyhow welcome back to this rather neglected blog of mine. What happened to me since the last time I've posted? A lot of things really. Most importantly, I have actually diversified from pixel and vertex wrangling to game design! A~~nd, guess what! I've since been promoted and I now stand as Morf Dynamics lead designer! Yay~!
So you can guess since due to my current position PLUS fitting in gym workouts to my weekly schedules, it's no wonder I've been mostly absent during all that time.
Whelp, without further ado, what's new this time. Oh wait, did you read the title of this post? Yes! For the first time ever I've participated in 2012's Global Game Jam! And what an experience it was for all good, bad and worst.
Well since I don't have much time to spare at the moment, I'm going to make my account of the Game Jam as short as possible.
This year's Game Jam in Sydney is apparently so big that it was split up to take place at 2 venues, one at Rosehill Racecourse and the other at Woolongong. I chose Rosehill due to the closeness to my home, and I immediately regretted it during dinner on the first night. More details on this later.
As I had arrived 2 hours too early at the venue, I get to meet other Jammers before the action unfolded. By the time the Jam started I've already attached myself to a team of 8 people comprising of 4 coders, 1 composer and 3 artists - I was one of the artists.
And now, this year's Global Game Jam theme is not a word, but a picture. Behold!:
For those who don't know what this picture is, this is a symbol of the Ouroboros. Once we got the briefing, our team quickly went straight to brainstorming.
Immediately after looking at the picture, pretty much all of the guys knew what the symbol is all about. What we got out of the theme were a couple of key words: infinity, cycle, death and rebirth. From those key words we then thought up a couple of ideas of what game we want to make. In the end we settled on the idea of making a Metroidvania-esque platformer with the goal of breaking out of the infinite cycle of life, death and rebirth while making use of powers based on the seasons of Spring, Summer, Autumn and Winter.
The first night was pretty much spent on making quick prototypes of the game and creating concepts of the art direction. It was during this time that we've decided to attempt at a 2.5D side scroller game. In terms of my contribution, I have presented this concept image to team:
It was a quickie but it was enough for the team to decide on what the protagonist should look like. As a result I was charged with modelling the main character:
Funnily enough, due to the apparent androgynous nature of the character design, the team affectionately called the protagonist, "She-He". She-He took up the majority of my time during the first night due to several reasons: - This was actually based off a base model given by one of the team members. The problem is that the model provided was of a particular standard that rendered me having to spend a lot of time fixing and modifying the model to the standard you see right now. I literally spent the whole first night working on the protagonist's model.
- I was working on a human figure.
- It was my first time doing 3D models since my promotion to lead designer at my workplace.
- I was a pedantic 3D modeller.
Unfortunately, because my modelling skills was too good for the person in charge of animation to rig the character in time we had resorted to revert back to the base model (which has an existing rig and skin weights) and modify it slightly to resemble my design. tl;dr - my model didn't make the final cut.
The early hours of the 2nd day was spent on creating the model for one of the enemies to be featured in the game. I was chosen to design and create an enemy based on the season of summer. Me being the expert 3D modeller, I was forced to design-on-the-fly while creating the enemy model since I only had enough time to look up just one reference image of a Praying Mantis on the internet:
The basic idea in my mind while modelling this creature is to amplify the aggressive features of a Mantis and to distort the anatomy to make it look like it came from another world. During this time I had to use time-saving techniques to speed up the modelling process (mainly by reusing geometry to make other components) since I had to also create UV maps for the animator to texture the Mantis.
What happened after modelling the Mantis was a bit of a blur to me as at that point I was becoming too fatigued to even notice the flow of time. However, what I do remember is that I was given other tasks (mainly concepts and 2D images) to do for the remainder of the Jam.
This was one of the splash page concepts that I created for the game; it was at that time we've decided on the name for our game:
At a later point I was assigned to create a font system to be used in the game. I drew inspiration from Skyrim's dragon language system for the font design:
Then later I had to design cave painting murals:
... And I think that's pretty much what transpired on my account. There might be other things that I had done but right now my mind's a haze.
In personal retrospective reflection, due to the sheer size of our team (8 people!) our ideas grew too ambitious which in the end caused us to underestimate our goals and expectations, so in effect having so many team members kind of worked against us. If we had split up further or toned down our vision then our game idea and development could've been more manageable. Moreover the amount of time invested into visuals somewhat also delayed certain developments of the game, although due to the quality required that problem was a bit hard to avoid.
All in all, the Game Jam had provided an experience I've never had before and moreover my efforts will be exposed to the rest of the game development community. The most exciting aspect of the whole 48 hours is that I get to meet other people who are also into game development like me and to also share my skills with them while also learning new tricks and learning more about myself as well.
Those were the good parts, however those 48 hours at the Jam felt like a week's worth of work crammed into a short period of time. Even at this time of writing I still feel fatigued from the weekend. It was busy, frantic and not to mention humid as well.
Lastly, if the busy schedules were not enough, then there's the fact that all of the Jammers had to put up with the sub-par services provided at the Rosehill Racecourse. Food was practically inedible and insufficient (we had 3 cases of people throwing up after eating the "food"), and if we wanted to buy more food and drink we had to put up with the blatant daylight robbery from the venue. And lets not mention taking a shower over there - we had to be ESCORTED by security guards to the shower rooms due to the fact that they were located at some restricted area. I can honestly say that Jamming at Rosehill was like staying at some boot camp with all the minuscule rationing of meals and taking a shower there was comparable to being escorted to a decontamination chamber to say the least. [/rant]
But really, despite all the above negative things I could seriously say that if I were given the chance I would most definitely participate in another Game Jam. Of course - it was busy, it was stressful, but ultimately it was the most fun I ever had.
- D.T.