Game Jams

Over the last couple of years I have taken part in a number of accelerated game development events and competitions. I have found that they are a great opportunity to motivate myself, find a reason to try something new and test my limits.

Games Bonanza 2011

Games Bonanza was short 8 hour compo that took place during the National Game Developer's Conference in Gdańsk in September 2011. The theme was "Surrealism".

Me along with 3 friends from Playsoft created a crazy game High Five. The goal is to help Handface survive, by jumping from flower to flower, in a world of falling feet and deadly jaws.

Global Game Jam 2012

In January 2012 along with 3 friends from Playsoft I took part in Global Game Jam 2012.

As there was no suitable location in Gdańsk or the Tricity area we travelled to Warsaw te be part of Polyjam.

The theme was an image of Ouroboros.

We had a lot of ideas related cyclical worlds and alchemy and the final outcome was an action-adventure game - Shrines, built with jMonkeyEngine 3.0.

The purpose of the game is to collect elements scattered around the game world or beat them out of enemies. The elements (fire, water, air and earth) are then to be taken an Apocalypse shrine which will transmutate the world.

The world after transmutation is dominated by the element used in the process. After it is complete you gather the elements to change the world once more - the cycle continues...

Ludum Dare

Ludum Dare is a regular accelerated game development event. Participants develop games from scratch in a weekend, based on a theme suggested by community.

Ludum Dare was founded by Geoff Howland, and held it’s first competition in April of 2002. Since then the community has run more than 22 regular Events, several dozens of practice competitions, collectively creating many thousands of games in just a weekend each.

The event attracts developers from all sides of the industry. Students, hobbyists, industry professionals from many well respected game studios, as well as many independent game developers.

(taken from the Ludum Dare website)

Ludum Dare #26

Ludum Dare #26 took place between April 26th and 29th, 2013. The them was "Minimalism".

To keep with the theme I decided to build an open-world RPG... I failed... However the result was still quite interesting. The game turned out a bit trippy and in a way a post apocalyptic wasteland is minimalistic. I managed to put in a relatively sound story, basic combat an open-world island about 1 square kilometer in size and well designed dungeons scattered around.

Ludum Dare #22

Ludum Dare #22 took place between December 16th and 19th, 2011. The theme was "Alone".

This entry was my tribute to MechWarrior - because nothing makes You feel more alone than being in a 20+ tonne machine on a desolate, lifeless planet. The game is an open world shooter, containing two maps roughly 1 square kilometre in size and a basic plot revolving around a deadly, alien artifact.

The game includes simple particle effects, splat-mapped, heightmap based terrain, enemy AI, sfx and two music tracks.

Ludum Dare #20

Ludum Dare #20 took place between April 29th and May 2nd, 2011. The theme was "It’s Dangerous to go Alone! Take this!".

I managed to create a complete (technically wise) game. Although the gameplay is rather simeple (bashing monsters with a sword) the game features 22 levels, powerups, collectibles, character progression, basic AI and original music.

Ludum Dare #12

Ludum Dare #12 was my first entry in this compo. The theme was "Tower".

For some reason I decided to make an FPS. The final effect looked like Doom or Strife due to lack 3d models. The whole game code was very hacky, and the performance was crap. However it was playable and in fact was a complete game.