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The JellyBlog

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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Smaller Environment Interactions
For the first part of development, our game was 50% combat, 50% walking sim. If you weren’t fighting, you were looking for something...
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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Making the Occlusion Mask
When it comes to a fixed camera, one of the biggest issues that comes up is objects blocking your screen when you walk behind something...
Claire Rodriguez
May 19, 2021
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Wayfinding in Procedural Environments
Last time, when we talked about improvements in a procedural environment, I briefly mentioned the topics of wayfinding and mini-maps....
Alexander Croom
May 17, 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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Designing 4-Player Couch Co-op
Early on in the project we knew we wouldn't be able to work with network multiplayer within the timespan of the project. We also knew...
Alexander Croom
May 15, 2021
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Creating the Charge Attacks
As our team moved into the final quarter of our development cycle, we knew from all the feedback we had received thus far that we needed...
Alexander Croom
May 3, 2021
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Bug Fixing and Persistence as an Indie Developer
When you work as an indie dev, your resources are limited, your funding is small or non-existent, and you try your best to make things...
Alexander Croom
May 2, 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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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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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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Designing the Basics of the Beat
When designing Project Pulse, we knew already that we were creating a rhythm game, and the rhythm was going to need to feel right...
Alexander Croom
Mar 31, 2021
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