Game Jam Theme: Time

A pun is to thank for the concept behind Out of Thyme. The local grocery store is about to close but there is still some last-minute shopping you need to get done. Rush around the store collecting all of the items off your grocery list. Grabbed too many? Who cares! It’s better to have too much than not enough. Whatever you do, don’t forget the thyme.

Out of Thyme was developed during a 48-hour game jam, or two and a half school days. The team consisted of one programmer, four artists and three designers who had been in school for about four months. All development was done remotely using Microsoft teams, Unity, and GitHub.

 

What I learned

Pieces come together

This was my first project working with team members from the art and programming departments. Having an instructor explain the process of working with other disciplines can only go so far. This hands-on experience really helped me understand how the three disciplines work together to create a product. (maybe add more)

You need what?

We made Out of Thyme within the first 4 months of school starting. I knew I did not know everything but did not know how those limitations impacted others. It was an eye-opening experience to learn what expectations the programmers and artists had for me and the other designers. This perspective helped me focus on areas I needed to improve on in future projects.

I made the right choice

This project was a lot of fun! When I left my previous career, I did not 100% know if I would enjoy making video games. From this first project, I know I made the right choice. Coming up with a concept, sharing ideas, creating a plan, allocating work and resolving issues was fun and engaging for me. I know I am on the correct path.



  Credits

Ryan Millen - Game Programming

Justin Willow - 3D assets

Megan Abelita - 2D art

Rowan Nord - 3D assets

Shanrae Powell - 3D assets

Gideon Addai - Itch.co set up, general support

Spencer Hawes - Audio designer

Jeff Prime - Level designer and assembly