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The JellyBlog


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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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 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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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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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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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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