Game Jam Projects
A collection of group projects I have made during different Game Jams
Necro Blade
Summary
Enter the world of darkness and save the town from damnation as their only salvation! Will you save your village or be consumed by death's grasp?
Project Details
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Developed under 48 Hours
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Produced for TGA's internal Game Jam
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Theme: Combinations
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Made in Unreal Engine 5
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Team Size 8
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2 Game Designers
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2 Technical Designers
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2 Procedural Artists
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2 3D Artists
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Contributions
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Game design
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Technical Design
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Released on Steam

Reflections
I had a lot of fun during this game jam. My main contribution to the game was scripting the second-chance ability, where you had to press button combinations to get a second chance. I based the mechanic around the strategems from Helldivers 2. The main difference is that there is no set code; it's randomly generated every time.
This was also one of the first game jams I participated in. It was interesting to make a game in this very limited time, but I had a very talented team, and we managed to create a very fun game. After the game jam, we set out to work on bug fixing and doing some quality-of-life things before we released the game on Steam. So, this is also one of my first Steam releases.
Fit Right In
Summary
Shape-shift your way through crazy wall cutouts in this fast-paced game show! Will you take the top spot in the most prestigious game show in the world and be among the greats?
Project Details
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Developed under 48 hours
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Made in Unreal Engine 5
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Produced for the GMTK Game Jam
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Theme: Built to Scale
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Team Size 8
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2 Game Designers
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2 Technical Designers
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2 Procedural Artists
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2 3D Artists
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Contributions
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Game design
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Technical Design
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Released on Steam

Reflections
Fit Right In was the second and biggest game jam I participated in. One of my main contributions to this project was creating the algorithm that calculated how many points you would get when going through the wall. To earn points, you first had to be the right shape when you went through. But the points were also based on your size when going through it. The closer you are to the maximum size you can be to go through it, the fewer points will be taken away from the total that you get. One of the things with the algorithm was that smaller-sized walls would not have that much point taken away from the total, as there was only so much you could shrink.
As with the previous game jam I participated in, I got to work with some very talented and fun people. After the game jam, we also spent some time fixing bugs and making some quality-of-life fixes before releasing this game on Steam.