Global Game Jam 2019
I took part in the Global Game Jam 2019 which required a game following the theme of ‘What home means to you’ to be completed in 48-hours.
As part of a large team by game jam standards, the game that was produced is titled ‘There’s No Place Like Home (Unless Your Flatmates are Home)’. It involves the player travelling around a shared house with crazy housemates that cannot stand any noise being made. You must complete various objectives but doing so as quietly as possible in order to survive.
This game was developed using the Unity engine with C# and the artwork was produced by 2 artists. Personally I developed the objectives, game progression and picking up/dropping items systems. In addition, spent the majority of my time producing the back end systems such as a game manager, event system and optimised the lighting/light maps.
Source code available here: https://github.com/WilliamAkins/GlobalGameJam2019
Itch.io page available here: https://wakins.itch.io/theres-no-place-like-home
Extra Credits Holiday Jam 2018
This game jam was run by the people from the Extra Credits YouTube channel and ran for 4 days although I could only dedicate 3 to it. The theme was ‘Present’ and in a team of 3 people I helped create a real-time power management game.
The game is titled ‘Load Management’ and you must attempt to meet the energy demands of the ever expanding cities. This involves managing funds and maintaining the upkeep of your sources of power.
The game was developed in the Unity engine with C# and with the help of an artist we managed to be quite successful in the outcome of it.
Source code available here: https://github.com/WilliamAkins/Extra-Credits-Holiday-Jam-2018
Itch.io page available here: https://wakins.itch.io/load-management
JAMMIND was a very interesting game jam as it was run by psychology professors at Cardiff University. This was a 24-hour game jam with the goal of developing a game which showcased depression in a positive light.
My game focuses around a collage student who is suffering from depression and struggles to do everyday tasks such as waking up and completing homework. The objective of the game is to proceed through each day, learning the story of the character and receive help for the depression at the end.
It was developed in Unity with C# and is entirely 2D. I chose this since I had only one of programmer to help with development and with it being a 24-hour jam I had to maximise my time.
Source code available here: https://github.com/WilliamAkins/JAMMIND-2018
Itch.io page available here: https://wakins.itch.io/get-help
Ludum Dare 42
I took part in the Ludum Dare game jam as part of a team of 4 people, with the theme being ‘Running out of space’. We took an ambitious approach to the development of the game and decided we would undertake 3D for the first time in a game jam. Various mechanics were developed such as a sailing system that allows traversal around a variety of different islands, a dynamic weather system and pirates which will chase you if you get too close.
The game that we decided on was titled ‘Refugee Rescue’. It involves the player sailing around, picking up refugees from various islands and then returning to the port where they can dropped off. They must also manage their fuel, food and medicine, trying to optimise the route they take, therefore rescuing everyone without running out of resources.
Source code available here: https://github.com/WilliamAkins/LDJAM42
Itch.io page available here: https://wakins.itch.io/refugee-rescue
Brains Eden 2017
I took part in Brains Eden 2017 which was held at the Anglia Ruskin University, Cambridge, UK. It was a very interesting game jam as it’s only open to students, as a result there was a lot of interesting people from a variety of UK and European universities. There was also a large focus on team building, networking and presenting in addition to the jam itself.
The theme of the game jam was ‘Give and Take’ and my team created a 2D mobile game made using the Unity engine titled Uriel. It followed a simplistic concept where the top and bottom of the display was spilt into separate sections. The player would travel towards the right endlessly collecting items known as ‘Souls’ from the bottom section, then bring them towards the top. This was a representation of heaven and hell where the player must collect the souls from hell and bring them to heaven, doing this without being consumed by hell yourself.