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The JellyBlog
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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Nathan "ZeWei" Malota
Apr 5, 2021
Making the Music of Project PULSE
Music is an incredibly important aspect of any game, but for a game with music as a foundation for our mechanics, we have to carefully...
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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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Alexander Croom
Mar 31, 2021
Designing the Basics of the Beat
When designing Project Pulse, we knew already that we were creating a rhythm game, and the rhythm was going to need to feel right...
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Nathan "ZeWei" Malota
Mar 28, 2021
Conceptualizing the Rhythm Attack System
When we were first conceptualizing our newest project, we knew we wanted to break through genres in some way. A lot of iterations and...
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