jellyfrogdigitalMay 26, 2021Creating the Project Pulse logoFor the logo of Project PULSE we wanted to come back to some of the aesthetics that originally inspired us, Vaporwave neon were some of...
jellyfrogdigitalMay 26, 2021 Making the JellyFrog Logo and Team IdentificationTrying to find something we all had in common besides a love for creating games and felt personified all of us was a challenge. Instead,...
Jamie ZerilloMay 26, 2021Slime Impact ParticleWhen interacting with our enemies, we wanted to push the gooey aesthetics to include areas of user feedback. While we had FX for sword...
Jamie ZerilloMay 22, 2021Creating NPC ClothingWhen creating NPCs, we sought to create a system that brought life to the city in a background sort of manner. To make sure these...
Christina SpicerMay 21, 2021Lighting DesignThe lighting was very important to bring our art style together. We had a couple of narrative and environment elements we knew we had to...
Naomi MastersonMay 20, 2021Making the Phone MenuFor 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...
Naomi MastersonMay 20, 2021Creating the Expositional Intro: Part 1Despite the obscurity, we do in fact have an explanation for why there are slime-controlled enemies scattered around the city. However...
Claire RodriguezMay 20, 2021Making Melody's SlashVSFX 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...
Alexander CroomMay 15, 2021Improving Procedural Environments - Pt. 1As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
Christina SpicerApr 24, 2021Enemy Animation CreationToday’s topic was quite a challenge for me, as I haven’t done animation for Unreal before working on Project Pulse. Thankfully, these...
Alexander CroomApr 18, 2021Creating a Procedural City - The FillerWhen creating our procedurally generated city, we've split things up into a number of categories and sub-categories. Two of these main...
Collin DrillingApr 17, 2021Making Melody: SwordWeapons play a key role in any game that revolves around fighting in some way. They are an essential component to connecting players to...
Savannah ShuffApr 13, 2021Making Melody: CharacterMelody was the first character I started making, and she went through a lot of style experiments. I wanted our characters to have...
Alexander CroomApr 12, 2021Creating a Procedural City - The Roads Pt. 2The original concept was to create a system that was relatively random, having roads that darted left and right in a random zig-zag...
Jamie ZerilloApr 7, 2021Making Procedural TexturesAs with our level design, we wanted to allow for flexibility and modularity in our material work. As opposed to painting...
Christina SpicerApr 6, 2021The Making of Procedural BuildingsSince Project Pulse’s environment is procedurally generated, we had to set-dress the city block by block. Our focus here was to make our...
Savannah ShuffApr 3, 2021Designing the Characters of Project PULSEOur primary goal was to cover each of the main high school stereotypes (jock, cheerleader/preppy, goth, nerd) in our 4 main characters...
Alexander CroomApr 2, 2021Interface Design IdeationBecause we knew pretty early that plenty would be happening on-screen simultaneously, minimal and compact UI design was a must...
Alexander CroomApr 2, 2021Creating a Procedural City - The Roads Pt. 1As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
Nathan "ZeWei" MalotaApr 1, 2021Making the Project PULSE Style GuideOnce 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...