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Gem Gem Jam
Platform
Engine
Duration
Team Size
Role
PC
Unity
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Two Days
8
Game Design
Level Design
Programming
Development Process
Because of our 48 hour time constraint, rapid prototyping was necessary to ensure all of our mechanics felt fluid and complemented one another well. In order to achieve this, we drafted several potential gameplay mechanics centered around the beacon concept before deciding to implement anything in code. This process entailed much trial and error, with several ideas being explored, but ultimately abandoned. The decision to implement the directional influence over the Gems stemmed from a desire to create a blend of precision and strategy.
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We were then able to design stages that played to the strengths and weaknesses of the player's available skill set effectively. Each scenario is designed to first teach the principles of the beacon's and their functionality, before thrusting the player into precarious situations where dexterous beacon placement and careful forethought are required. Once a path has been set in place for the Gems, the consequences of placing overlapping beacons are far-reaching. For this reason, players must survey the stage carefully before arriving at a solution.
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Design Challenges
Design a game that hinges on the theme of "transmission".
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Overview
Gem Gem Jam is a single player puzzle game, designed as part of the annual Global Game Jam competition. The player is tasked with escorting a hoard of small Gem like creatures to the stage's exit, ensuring they aren't killed along the way.
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The player is able to place beacons anywhere in the game world that will influence the behavior of the Gems. Each Gem walks straight forward automatically, but when they pass within the field of a beacon, they will begin to walk in the direction the beacon is facing instead.
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Players must create a precise thru-line using their beacons to guide the gems around hazards in order to reach the exit. The stage is completed once the requisite number of Gems have been rescued.
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Gameplay Overview
Project Roles
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Collaborated with other design departments to craft an engaging core gameplay loop
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Scripted unique gameplay interactions between AI characters and the game environment in Visual Studio (C#)
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Designed levels that facilitate an interesting use of the core mechanics
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Designed character animations and UI assets which were then created by Art department
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