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The JellyBlog


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...

Alexander Croom
Apr 11, 2021
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Making Procedural Textures
As with our level design, we wanted to allow for flexibility and modularity in our material work. As opposed to painting...

Jamie Zerillo
Apr 7, 2021
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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...

Christina Spicer
Apr 6, 2021
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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...

Nathan "ZeWei" Malota
Apr 5, 2021
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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...

Savannah Shuff
Apr 3, 2021
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Interface Design Ideation
Because we knew pretty early that plenty would be happening on-screen simultaneously, minimal and compact UI design was a must...

Alexander Croom
Apr 2, 2021
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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...

Alexander Croom
Apr 2, 2021
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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...

Nathan "ZeWei" Malota
Apr 1, 2021
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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...

Alexander Croom
Mar 31, 2021
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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...

Nathan "ZeWei" Malota
Mar 28, 2021
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