This project is part of the Global Game Jam 2016!
Platform:
PC
Duration:
48 hrs
Tools:
Unity3D
Roles:
Game Design
Game Mechanics & Prototyping
Programming
Platform:
PC
Duration:
48 hrs
Tools:
Unity3D
Roles:
Game Design
Game Mechanics & Prototyping
Programming
Overview
Mowmaster Drunk-1000 is a diverting test of dexterity. Players have to mow down every grass tile and avoid flower tiles while more and more drunk effects are applied to the game mechanics!
48 hours time contraint
This game was created as part of the Global Game Jam 2016. Therefore, my team of 4 people only had 48 hours time for planning, design and execution. Finding compromises and solutions, repeatedly going back to a design and iterating it over are the biggest challenges in game design. The constraint of this project required us to face this workflow even more thoughtful but also efficiently.
Interdisciplinary Prototyping
Everyone had to collaborate interdisciplinary to meet the deadline. As I am sufficient with programming and in-engine work, I was able to implement and prototype simultaneously based on the ideas and feedback of team mates and audience.
The streamlined environment of the Global Game Jam underlines the importance of constant communication and feedback evaluation. By eliminating many distractions of professional game development this project especially showed us the value of collaboration and pro-activity.
Mowmaster Drunk-1000 is a diverting test of dexterity. Players have to mow down every grass tile and avoid flower tiles while more and more drunk effects are applied to the game mechanics!
48 hours time contraint
This game was created as part of the Global Game Jam 2016. Therefore, my team of 4 people only had 48 hours time for planning, design and execution. Finding compromises and solutions, repeatedly going back to a design and iterating it over are the biggest challenges in game design. The constraint of this project required us to face this workflow even more thoughtful but also efficiently.
Interdisciplinary Prototyping
Everyone had to collaborate interdisciplinary to meet the deadline. As I am sufficient with programming and in-engine work, I was able to implement and prototype simultaneously based on the ideas and feedback of team mates and audience.
The streamlined environment of the Global Game Jam underlines the importance of constant communication and feedback evaluation. By eliminating many distractions of professional game development this project especially showed us the value of collaboration and pro-activity.