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The JellyBlog

Creating the Project Pulse logo
For the logo of Project PULSE we wanted to come back to some of the aesthetics that originally inspired us, Vaporwave neon were some of...
jellyfrogdigital
May 26, 2021
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Making the JellyFrog Logo and Team Identification
Trying to find something we all had in common besides a love for creating games and felt personified all of us was a challenge. Instead,...
jellyfrogdigital
May 26, 2021
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Slime Impact Particle
When interacting with our enemies, we wanted to push the gooey aesthetics to include areas of user feedback. While we had FX for sword...
Jamie Zerillo
May 26, 2021
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Creating NPC Clothing
When creating NPCs, we sought to create a system that brought life to the city in a background sort of manner. To make sure these...
Jamie Zerillo
May 22, 2021
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Lighting Design
The lighting was very important to bring our art style together. We had a couple of narrative and environment elements we knew we had to...
Christina Spicer
May 20, 2021
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Making the Phone Menu
For the pause menu we wanted a clean, unobtrusive overlay. We also wanted to continue the art style of our game into the UI. This means...
Naomi Masterson
May 19, 2021
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Creating the Expositional Intro: Part 1
Despite the obscurity, we do in fact have an explanation for why there are slime-controlled enemies scattered around the city. However...
Naomi Masterson
May 19, 2021
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Making Melody's Slash
VSFX are the key to making any magic power or sci fi blaster look and feel like it’s actually doing something. Melody was walking around...
Claire Rodriguez
May 19, 2021
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Improving Procedural Environments - Pt. 1
As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
Alexander Croom
May 15, 2021
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Enemy Animation Creation
Today’s topic was quite a challenge for me, as I haven’t done animation for Unreal before working on Project Pulse. Thankfully, these...
Christina Spicer
Apr 24, 2021
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Creating a Procedural City - The Filler
When creating our procedurally generated city, we've split things up into a number of categories and sub-categories. Two of these main...
Alexander Croom
Apr 18, 2021
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Making Melody: Sword
Weapons play a key role in any game that revolves around fighting in some way. They are an essential component to connecting players to...
Collin Drilling
Apr 17, 2021
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Making Melody: Character
Melody was the first character I started making, and she went through a lot of style experiments. I wanted our characters to have...
Savannah Shuff
Apr 13, 2021
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Creating a Procedural City - The Roads Pt. 2
The original concept was to create a system that was relatively random, having roads that darted left and right in a random zig-zag...
Alexander Croom
Apr 11, 2021
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Making Procedural Textures
As with our level design, we wanted to allow for flexibility and modularity in our material work. As opposed to painting...
Jamie Zerillo
Apr 7, 2021
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The Making of Procedural Buildings
Since Project Pulse’s environment is procedurally generated, we had to set-dress the city block by block. Our focus here was to make our...
Christina Spicer
Apr 6, 2021
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Designing the Characters of Project PULSE
Our primary goal was to cover each of the main high school stereotypes (jock, cheerleader/preppy, goth, nerd) in our 4 main characters...
Savannah Shuff
Apr 3, 2021
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Interface Design Ideation
Because we knew pretty early that plenty would be happening on-screen simultaneously, minimal and compact UI design was a must...
Alexander Croom
Apr 2, 2021
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Creating a Procedural City - The Roads Pt. 1
As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
Alexander Croom
Apr 2, 2021
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Making the Project PULSE Style Guide
Once we decided on the overall theme and design of this game, those in and out of the art team took a day to gather up images and create...
Nathan "ZeWei" Malota
Apr 1, 2021
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