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The JellyBlog


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...

Naomi Masterson
May 19, 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....

Alexander Croom
May 17, 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...

Alexander Croom
May 15, 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...

Alexander Croom
May 3, 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...

Alexander Croom
May 2, 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...

Christina Spicer
Apr 6, 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...

Nathan "ZeWei" Malota
Apr 5, 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...

Savannah Shuff
Apr 3, 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...

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...

Alexander Croom
Apr 2, 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...

Alexander Croom
Mar 31, 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...

Nathan "ZeWei" Malota
Mar 28, 2021
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