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Global Game Jam 2017

In January I participated in the Global Game Jam (Berlin Location), the event was organized by the global game jam in coordination with the Berlin Games Academy as well as many other organizations and faculties.

During the 48 hours of the event I participated, me and my 3 other team members managed to create an endless runner game and present it along with the other 21 games that were made in Berlin during the game jam, the game was made using the Unity engine.

Simon Parzer took over the coding of the game, Stina Flodstrom created all of the artwork and models used in the game, finally Christian Aalby Svalesen composed the music as well as the sound effects present in the game.

I was in charge of designing the game mechanics, coding some of the main mechanics, requesting assets such as art, models and music from my teammates and finally coordinating with everyone, especially Simon when creating the scripts for the game.

The game idea changed a lot over the 48 hours that the game was made, halfway through we altered the movement of the game to give more control to the player since we felt that the original movement mechanic didn't actually provide the player with a lot control. This concept was further reinforced by the fact that if the player would collide with one of the obstacles the entire pattern of the wave movement would lead the player to collide with all the obstacles ahead with no possibility to fix that.

After we changed the movement mechanic and started combining assets and music together, the game started coming together and I was able to request changes to the assets that I felt would give the game a better aesthetic.

Finally, I designed a few patterns of spawning obstacles that randomly generate throughout the level. Although the obstacles are procedurally generated, they do follow a pattern I established spawning easier obstacle patterns which afterwards lead to harder and harder patterns, the obstacle course also changes in tempo by returning occasionally to easier patterns instead of spawning only hard ones later in the level.

Overview
Results

The game was presented at the end of the Global Game Jam on the 22nd of January at the headquarters of Wooga in Berlin. We briefly showed a playable demo during the presentation and explained the idea of the game and it's mechanics to the rest of the people participating in the global game jam.

The game was met with favorable impressions, people were very fond of the art style and the feeling of the game. Many mentioned it's difficulty as being too high but also praised it for the addicting effect it had on them to play more and more in order to get the highscore.

Highest score achieved during the Game Jam Presentations: 453

It was an absolute pleasure working with my team members and everyone else at the Game Jam, the experience was truly amazing!

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