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Lead Programming, Cinematics & Dressing

Growth Spurt

Venture out into the wilds of your chaos-ridden planet. As devastating crystals make their way through your hometown, it is up to you to find the source and stop the havoc.

A New Challenge

This project was created for the GMTK Annual Game Jam in August 2024. The theme was “Built to Scale”, and we had just four days to complete the game. Given the tight timeframe typical of game jams, we prioritized the overall experience over developing intricate mechanics. As a result, we designed a platform puzzle game in which the character can use special crystals to grow or shrink objects as needed.

General Gameplay/setup:

The main concept is that players will traverse various locations using a special pedestal that allows them to change the size of objects in their environment. By manipulating this pedestal in different ways, players can shape the terrain, create new paths, and potentially uncover hidden secrets.

Making the World Grow

The Pedestals & Crystals

The initial mechanic required was the crystal pedestal, which could make objects grow or shrink depending on their activation status. This was paired with a crystal that needed to be placed on these pedestals. To streamline the process and simplify coding, we decided that the crystal would be hidden or shown on the pedestal or with the player, based on the last interaction. This means that there is never a physical crystal object, but rather a representation that is hidden or displayed to the player based on their actions.

Growing Meshes

After creating the pedestal, we needed an object that would interact with it. We used ‘growing meshes’ for this purpose. These meshes would expand or contract when a crystal was placed on or removed from a nearby pedestal. I programmed these meshes to easily link to one or multiple pedestals, allowing the level designer to easily iterate while creating and solving puzzles

The Missing Piece

With both objects functioning, we had a solid interaction loop for the player. After testing and iterating on the level design, we felt the need for an additional mechanic to vary the gameplay and prevent the monotony of repeatedly using the crystal and pedestals. We wanted this new mechanic to be simple and not interfere with the existing puzzles, especially given the tight timeframe of the game jam. We decided on a movement mechanic that would become more relevant towards the end of the game, which was still being conceptualized. This allowed us to design the next level around it, giving the player a chance to fully utilize it.

Grapple Points

After a quick discussion and exchange of ideas, we decided that a ‘grapple point’ would be interesting. It would use the same crystal as the pedestal, allowing us to reuse existing assets and maintain consistency with what we had already created. When the player jumped close to it, the crystal would lodge in the grapple point and propel the player upwards, simulating a climbing action.

Working With Cinematic Sequences

After getting both mechanics working, I tackled the last big challenge for this project: creating a memorable ending sequence. We wanted to end on a high note by showing the main character growing to the size of a planet. This was challenging because it required significantly scaling the player and giving the impression of ascending into space. To convey this, we changed locations during one of the cuts, which allowed us to mask the world’s size and use the on-screen object’s size to display the character’s growth. This, combined with effective camera work and visual effects, successfully created the sense of scale we were aiming for.

Last Reflections

Finally, after that it was mostly dressing the levels, fixing bugs, and helping with the sound implementation. It was a great experience to be able to participate in this jam and to have the challenge of creating a full game in 4 days. The ability to properly scope abilities and mechanics that are fun but not complicated to create or iterate on is one of the key elements that I take away from this experience. 

Contact

Don’t hesitate to reach out if you are interested in working together, let’s make it happen!

Living in

Montréal, Canada

Email

sfb199762@gmail.com

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