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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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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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Alexander Croom
May 26, 2021
Publishing as an Indie Dev - The Money
Indie development is a tough world. You work day in and day out just for the chance to see the fruits of your labor. Passion is a...
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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
Smaller Environment Interactions
For the first part of development, our game was 50% combat, 50% walking sim. If you weren’t fighting, you were looking for something...
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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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Claire Rodriguez
May 19, 2021
Making the Occlusion Mask
When it comes to a fixed camera, one of the biggest issues that comes up is objects blocking your screen when you walk behind something...
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Alexander Croom
May 17, 2021
Wayfinding in Procedural Environments
Last time, when we talked about improvements in a procedural environment, I briefly mentioned the topics of wayfinding and mini-maps....
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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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Alexander Croom
May 15, 2021
Designing 4-Player Couch Co-op
Early on in the project we knew we wouldn't be able to work with network multiplayer within the timespan of the project. We also knew...
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Alexander Croom
May 3, 2021
Creating the Charge Attacks
As our team moved into the final quarter of our development cycle, we knew from all the feedback we had received thus far that we needed...
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Alexander Croom
May 2, 2021
Bug Fixing and Persistence as an Indie Developer
When you work as an indie dev, your resources are limited, your funding is small or non-existent, and you try your best to make things...
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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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