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The JellyBlog
jellyfrogdigital
May 26, 2021
Creating the Project Pulse logo
For the logo of Project PULSE we wanted to come back to some of the aesthetics that originally inspired us, Vaporwave neon were some of...
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jellyfrogdigital
May 26, 2021
Making the JellyFrog Logo and Team Identification
Trying to find something we all had in common besides a love for creating games and felt personified all of us was a challenge. Instead,...
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Jamie Zerillo
May 26, 2021
Slime Impact Particle
When interacting with our enemies, we wanted to push the gooey aesthetics to include areas of user feedback. While we had FX for sword...
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Jamie Zerillo
May 22, 2021
Creating NPC Clothing
When creating NPCs, we sought to create a system that brought life to the city in a background sort of manner. To make sure these...
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Christina Spicer
May 20, 2021
Lighting Design
The lighting was very important to bring our art style together. We had a couple of narrative and environment elements we knew we had to...
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Naomi Masterson
May 19, 2021
Making the Phone Menu
For the pause menu we wanted a clean, unobtrusive overlay. We also wanted to continue the art style of our game into the UI. This means...
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Naomi Masterson
May 19, 2021
Creating the Expositional Intro: Part 1
Despite the obscurity, we do in fact have an explanation for why there are slime-controlled enemies scattered around the city. However...
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Claire Rodriguez
May 19, 2021
Making Melody's Slash
VSFX are the key to making any magic power or sci fi blaster look and feel like it’s actually doing something. Melody was walking around...
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Alexander Croom
May 15, 2021
Improving Procedural Environments - Pt. 1
As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
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Christina Spicer
Apr 24, 2021
Enemy Animation Creation
Today’s topic was quite a challenge for me, as I haven’t done animation for Unreal before working on Project Pulse. Thankfully, these...
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Alexander Croom
Apr 18, 2021
Creating a Procedural City - The Filler
When creating our procedurally generated city, we've split things up into a number of categories and sub-categories. Two of these main...
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Collin Drilling
Apr 17, 2021
Making Melody: Sword
Weapons play a key role in any game that revolves around fighting in some way. They are an essential component to connecting players to...
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Savannah Shuff
Apr 13, 2021
Making Melody: Character
Melody was the first character I started making, and she went through a lot of style experiments. I wanted our characters to have...
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Alexander Croom
Apr 11, 2021
Creating a Procedural City - The Roads Pt. 2
The original concept was to create a system that was relatively random, having roads that darted left and right in a random zig-zag...
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Jamie Zerillo
Apr 7, 2021
Making Procedural Textures
As with our level design, we wanted to allow for flexibility and modularity in our material work. As opposed to painting...
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Christina Spicer
Apr 6, 2021
The Making of Procedural Buildings
Since Project Pulse’s environment is procedurally generated, we had to set-dress the city block by block. Our focus here was to make our...
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Savannah Shuff
Apr 3, 2021
Designing the Characters of Project PULSE
Our primary goal was to cover each of the main high school stereotypes (jock, cheerleader/preppy, goth, nerd) in our 4 main characters...
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Alexander Croom
Apr 2, 2021
Interface Design Ideation
Because we knew pretty early that plenty would be happening on-screen simultaneously, minimal and compact UI design was a must...
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Alexander Croom
Apr 2, 2021
Creating a Procedural City - The Roads Pt. 1
As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
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Nathan "ZeWei" Malota
Apr 1, 2021
Making the Project PULSE Style Guide
Once we decided on the overall theme and design of this game, those in and out of the art team took a day to gather up images and create...
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