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Back in 2013, the first GGJ (Global Game Jam) was held, managed by Global Game Jam Incorporated, and there has been a GGJ every year, typically every year in January; however, when covid 19 hit, it was an online event only. However, this did not stop people from joining in
At GGJ, they meet up together to make games with everyone from the gaming industry, with different backgrounds and skill sets and those who are just starting out, sharing their skills and tricks to make a game. They are also a non-profit
So, overall, the GGJ is a massive global event in most countries where everyone will meet up and talk about their games, make games, and talk about new ways of making games
After playing this game, my overall view of the game is something you might find in an arcade, the Apple App Store, the Google Play Store or a Web app.
In my opinion, I feel like it is a game I would give to a 7-year-old to play; however, this is due to how simple the game is. But the game is hard when starting out you need to move around a fair bit, and to catch the bubbles, you need to sneak up on them
This is a good game for what it is. However, with the developments in web apps, I feel the game will benefit from an overhaul, as a lot of sites can run games with higher texture details using the right framework, such as Facebook's React framework. Back in 2014, Facebook had a 3D light version of Minecraft running on the web, using users' hardware for processing power; however, this was a small game, so there is a lot that can be done to improve
This is a short update/overview of my side of the project
How is the coding side of the project progressing?
I would like to say it is coming along ok; however, this is not the case as of now. Some items I wish to add to the game have presented themselves to be complex to work with the Unreal Engine's blueprints coding platform. However, as it's a known fact that most games are coded in C or C++, I will be looking into coding in C since C is used everywhere. This will have a lot more information on this as well to help me; however, this would not likely replace the blueprints in this project, as I am working in a group this would need to be talked about. The key points that need to be discussed are small edits to the code, such as how long the timer is set to for each level or moving objects and changing textures to meshes, keeping it in blueprints, allows for a simple easy to easy-to-understand workflow flow but does not help when it comes to adding complex functions that i belive coding will allow e to work faster
My role in the group is to add the game functions; however, it was discussed that I would help with the modelling if time allows me to. However, as the people doing the modelling have not added anything to the OneDrive, I am unable to give any comments on this in full. I can say from the discussions had that it has been moving along at a steady pace, so overall, this is in the green zone
The Lighting started off, but this was just adding in basic light to the world level; however, with some of the older blockouts, I can play around with this and see what is needed, but again, there will need to be discussion on where and how the level should be lighted and this will need to be reflexed in the planning and production documents as well
Gameplay, this is partly down to everyone to sort out my role is to code the game to be fun, the others must model the game to be fun, and then we all must work on the lighting for parts of the game as well but more will follow later on this section as well .
Plan chages
what has been chagnes
table of contents
1 - The main chagne
1.1 why
1.2 key points
1.2.1 - Niagara systems
1.2.2 What is it ?
1.2.3 Why are we using this
1.2.4 review
2 - What is going well
2.1 What needs to improve
2.2 What did not go so well
2.3 what was larent
3 - What is next
Work on the group project started off well however we held a gorup maenting about how well the game play side of things has been coming along and at the end of this maeting we desied that we will poivet this to Environment Art as this is all of ours stongest skill set
I worked on improving the block out to allow for a more moduer designe there speeding up the in engine prosses as well as working on an island coving island texturing and set dressing off assets made there was also the addion of a paer in save 2.0 the paer save in save 1.6 ther was the addtion of a PPV (post process volume) to stop the water form being visable insdie the tunnels under ground in the sae this will also allow for a air pocket and the addistion of Niagara systems to add fire to the under water tunnels and camp fire
We made this move due to time that was needed we had found that in the end the time it would take to do this would over run the timeline we had been given as well the new island this was a random dircetion to take the project in however this did look veery nice to have and there was more to look at and see
Adding fire inside the tunnels and the camp fire was the new thing we wanted to try as we had moved away form gameplay this was something that was possiable to do the key locations that fire can be found is inside the tunnel system and the camp site of the time of wrighting this (05/02/2026)
- Niagara is a plugin for unreal engine (we ware using 5.6.1) this allows us to make things like fire , smoke and even water there are aso explales with the plugIn we used the explames and edited the values of the fire
Adding into the view port we dragged the asset form the viewport into the Environment this also react's with the mesh around it (walls , floor ect)
We are using this becasue it looks good just as simple as that
overall this is a new thing that i have started using and i a not 100% sure on this as there is a lot to laren and understand about how this works
The island texters set up has been moving along a lot faster now i found how out how to set up the textures for painting onto the island as well as adding some pramiters for a faster way to make small chagnes to texter alresdy painted onto the island as well as working on the brigde over the river has started
At this point is hard to say due to how much the project direction is chagneing so this will be looked at later .
Within the group we have all had some different views as to direction of where this project is heeding this did slow down the progress we ware making while we ware working this out
So far, we have found that many of the items on the plan are no longer viable within the time frame we had. We dropped the plan for a playable game and moved to environment art however elemaents of the planned gameplay and testing can be found in version 1 to 1.6 howevre 1.7+ was corely for environment art work form this point howeevr this was a issue as the folders became a mess and no long in claer easy to read layout this was due to migrting project files over to a new unreal engine project with its own file set up both of witch ware a mess to work with and this had became one big mess however this did not have to much of a negitve impack to the fact most of the textures had been used on assets in the viewport and by clikcing the assets in the viewport and looking at the deatils pannnal you can see the textueres aplyed and and folder icon this will show you where in the folder sytem it is and image of the textyer that you can dubble cick on and open it form there.
Start core island work adding trees and adding in some bouts made in maya i also made some bout signs in photoshop and used adube substance painter 3D to aplly this to the mesh (a sing i made using maya ) i then exported this textuer out to a folder on my harddrive with the file path [D/forUE/lib/textuers/custom/ASP3D/islandProject/boutingSign/BoutDockSignV1.png] i then in unreal egnine imported this texter i made into the project folder form the the avove file path this is new way i am saving any texters and assets now NOTE : not all texters will be in this is no folder also lib is short libray and ASP3D is short for dube substance painter 3D . by setting this libury up i will be able to find texters used before in older project however texters i did not make myself will go in the same folder but like this [D/forUE/lib/textuers/{new of texter found}/root/{root name of texter found}] this set up allows me to keep eveything in a claen and easy to find set up saving me time and allowing me to keep track of texters ive used as a go this will also be reflected in unreal such as lib/textures/{new of texter found}/root/{root name of texter found} this will hold the master texture and lib/textuers/instance/{texture top folder name}/ this will hold a copy like of the root texture allowing.
The main brigde with the small row bout dock below.
The bouting dock form under the water.
The bout dock with the signage that i made in photo shop
The brigde over the dock and riavr side walk way this links the to sides of the island.
The house project is making an appearance on the island just to see how it would look. Howver this was not part of the porject i just wanted to add it
I learned about a new partacall system called Niager Systems, which allowed me to make fire and at the end of the project, while I was looking at ways to optimise the water and ease of use, this was not implemented into the environment due to running out of time but this allows for a simple way to add and use wahter as well as having it react with the player and othere objects in the enviromaent
Textures and painting of the land using the landscape tool in unreal engine this can be accessed in the top left of the viewport by pressing Shift+2. See https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-quick-start-guide-in-unreal-engine. By making a texture for painting on this, all the textures you wish to use for painting onto the land using a note that links all the textures into one material that can then be used for painting the landspace this did not take long, but it did take a fair bit of redos to get this right.
thesis ware to key points of what I had learned that I had not done before.
Time spent on this project working in a tame was not used in the best way however we still manage to complate the porject however wde ended up slipting this in 3 ways i took the island and worked on the evenerimaent of the island adding a dock , walkways , bridges and a paer over the water
the otheres worked on there sides of the project such as making a smaller islands to go next to the core island however i wanted to work on the main island only so we made a shared copy of the project using onedrive.com where it was set up as a read only file. Then i started working on painting paths and modeling a moduer fance to allow mke to make walkways and bridges as well this took me a day to do (around 2 hrs with testing and remodeling in maya) Then i added trees to the island as well as adding a house house that i had made in a older unit this house was added to be a backgound aseets for the enviermanet as well as getting a render form inside the house looking out at the sunset this took around 1 hour to set up over all this porject was intresting in how working within a group can shape how fast and slowly work gets done and who does the most work such as planning documaention and agreeing on what is done and what is not done.
i will upload a sharepoint copy of the shared folder of all our work do note this is may not be a update to date copy where we split the project everyone will have diffent end points that are not reflected in the shared one drive and some assets such as house will not be in the shared ondrive however this will be upload in screen shots later
one drive link : https://wiltshireac-my.sharepoint.com/:f:/g/personal/2139019_student_wiltshire_ac_uk/IgApCv8sK5dAQLYf5ASx4v2GAQZA_TqajWuSeXrTNTNtSgQ?e=JSCln2
For the next porject i start whatever that may i have found that i need to do more resarech into water and fire to see how this can best be used as the unreal engine water plugin was hard to use with the litmed knowalnge that i have obtained on this as for working in a gorup i think in this case the gruop i was in even though we had planned it all out with what we wanted to do it was to much to do in the timelin we had however due to being able to chagne form gameplay to enviermanet art worked out just fine and we did not pivort to much form the core plan however we did not update to planning doc to say that we had chagned we also lacked a list of assets that we wanted to add and a 2d drawing of the layout a lot of this was freely modeled
The first block out. very confuing and not much use for chagneing the layout in engine and hard to move around within maya this was reamde into moodier asset
looking back to the island i did not make this part in the project but i did make some small adjustmaents to the land to allow for a path to lower side of the island as well a camp linking the paer to the rest of the island seen in images above and images below.
This part of the island has a old paer where the end has colapes
this is made form 4 parts and can be made longer or shorter and wider (however not smaller)
This is the camp site however due the wrong setting being aplyed to the camare the fire did not render with this shot but this shows off the camp site with the fancng made form the paers side support's
In this shot it covers the rivair and link bridge linking the island's paer and side where housing and a bigger dock might go if i had more time to add this
This is a short walkway that would of gone around the outter side of the island to the lower side of the paer, however i was not sure on what route this would take and if i might rise the walkway as it curves around the island
This shot covers the dock and link bridge, This was made using the same part that the paer was made form along with some added lights with a yellow tint.
This is the side of the island where the most trees can be found using the foliage tool to paint the trees on.
This was just to fill in space left over on the island however this was done using the migration option in unreal engine to move all the porject file's fomr one file to this porject file list this can take some time based on the size of the file.
This was made to add some more detail to the doc however form a far it goes un noticed however up close it does look very nice.