top of page

Global Game Jam 2022

Gone to Yawn Meadows

Made within a team of four SCAD students for the Global Game Jam 2022 over the course of 48 hours. As part of the team, I worked on level design, art tech and environment art.

Diversifiers:

I See Where You're Coming From

Acutely Eye-dentifiable

Take A Break

Emotional Rollercoaster (Sponsored by dotbigbang)

Credits: 

Nikhail Barnes: Coding, 3D Modeling, Art Tech
Mo Monroe: Texturing, Illustration, UVing, 3D Modeling, Animation
Nelson Rood: Sound Design, Video Editing, Storyboarding
Sofia Gonzalez: Coding, Level Design, 3D Modeling, Art Tech, Texturing

Premade Assets used:

  • 3D Low Poly Trees Grass and Rocks Lite by Just Create, Turbosquid

  • 3D Wood fence by FormigaFufu, Turbosquid

Level Design 

HighresScreenshot00004.png
HighresScreenshot00006.png

For the level design, since we were a small team we aimed for a design that would be relatively simple and quick to build.  With that in mind we went with a forest and focused on making it a maze utilizing foliage and landscape. 

I prototyped the layout of the maze by placing cubes around the level to create the pathways and areas.  Once we were satisfied with maze, I went box by box, hiding them and using the foliage brush to roughly populate/block off the interior of the locations. 

Then I went in with landscape tools to create more detailed paths and obstacles for the player since our game was based around search and collect mechanics. 

Originally the mockup boxes were turned into collision boxes to create a more streamlined experience but it felt too limited so I removed the collision boxes to make it more sandbox. 

Tech ARt

Because we had to go with a cartoony and stylized we decided to use a pixel shader and then I built a cel shader as well. This would help unify the custom assets we made as well as the premade foliage assets we used. 

As we were in process of developing our game we noticed that we needed more feel and impact.  To keep with the art direction we chose, I made two simple particle systems.  

One was a sparkle particle that would be used to denote goal locations or important interactables. 

 

The other one was a blood spurt particle that would be activated when players used Yawns together with the Grinder. We wanted to contrast the cute visual with the bloody and dark undertones.  The goal was to get this to also spawn blood splatter decals on the ground but I couldn't figure out how to do it in the time crunch.    

  • Instagram

© 2021 by Sofia Gonzalez

All Rights Reserved

bottom of page