Following in the footsteps of Double Fine and Capybara Games, we held an internal game jam. Why? Maybe it was to get the creative juices flowing after working on Guac for a few years, and to figuratively open the cage and let the animals out. There was no theme, per se, unless ‘one of the prototypes from the jam might be used in a future project in some way’ is a theme. That counts, right? Anyhoo, it was pretty exciting to see what a group of twelve tech-y creative types could do in a jam scenario.
Before splitting up into four groups of three, everyone submitted one or two concepts for a game to the team. By vote, we determined which ideas resonated most with the whole team. Then, from the shortlist of game candidates, each team picked an idea to jam on.
While we’d love to share with you all the details of each team’s creation, but we’re keeping our cards close to our chest this time around. Who knows, one of these prototypes may evolve into the next Drinkbox game. Or we may just pick the best parts of one and take it in another direction. Here’s a vague summary of the prototypes!
1) This team had no artist. They had to use science to manipulate existing art assets from Guac and Mutant Blobs to create assets that fit with what they had in mind design-wise. There’s a tiny Juan there, he’s supposed to represent a powerful baby. Fun fact: this is what Guacamelee looks like before the an art pass.
2) This is a screen from my team’s prototype. These three menacing chaps seem to have a bone to pick with you.
3) This team used the Unity 3D engine. The editor we use for Guac doesn’t really do 3d right now, maybe some day it will. We haven’t leveled up our game engine in Game-Dev Tycoon either, and simulated Drinkbox Studios seems to be doing ok.