top of page

Third Person - Action Arcade Rouge-like

Project Coordinator - Game & Level Designer

Small Dragon Big Appetite is a Game Jam project created during the Charity Game Jam event hosted by Climax Studios, live sent in Twitch

Me alongside
8 other developers gather online to produce a product under 48 hours from the set theme "Periodic"

Since its completion, the game has been self-published and released on Steam, achieving a Positive Review status. It has been played globally and received attention from various streamers, further contributing to its growing popularity.
  • Project Coordinator – Responsible for setting up a clear plan and work structure, while maintaining consistent communication with the team.
     

  • Game Designer – Created the Game Design Document (GDD), outlining all mechanics and gameplay elements to establish a clear vision.
     

  • Level Designer – Designed and iterated on level blockouts, ensuring that the level layout aligned with the overall vision and maintained player engagement.

steamicon.png

Play the Game here

Project Coordination

As the Project Coordinator, my job was to make sure we got a structured and effective development. With the teams and projects best interest in mind, I started building a Miro board where we all could work together in an agile work environment online. The developers logged their time, tasks and progressions on the board.

The Pre-Prod Framework I put up went as followed:

1.
Brainstorming - As soon as the theme was announced, we divided into teams, and brainstormed ideas in a 2 minute time frame.This went on in 3 rounds to come up with as many ideas as possible.

2. Voting for the best idea - As soon as we had all crampt out every idea possible from the theme, the whole team voted for the idea that was the most Unique outcome and the best scopabe with the time we had

3. Setting up the production plan - When the idea was decided, we used the template and set deadlines for where we wanted to be in the development phase for each hour (Alpha, Beta, ect). When everyone had their tasks and plan structured out, we divided into our specific disciplines and began working.

Jam pic.png
Game Design
JamGame-GDD.png
Level Design
Layout.png
Post Mortem

Insights: Having a great structure really helps with the development, but as in any environment when time is not on your side, frustration and stress becomes a factor. What helped us was in the situation where members felt overwhelmed, communication was always the key, and to work agile in the development and help each other if help was needed.

Conclusions:
Small Dragon Big Appetite was the first ever Game Jam that I participated in, and was one of my best game development experiences. Having a well structured start and a template to follow helped the whole team to deliver for each deadline. After the success of the game, this became my first ever self published Steam release, and seeing the love and praise it got online fueled my passion even more.

I will always carry this project with me in journey, and got to sharpen my design tools in r
apid prototyping, iterations, communication and game production

bottom of page