@QueenOfSquiggles Thanks for the kind words.
Devlog # 1 PREPRODUCTION
I have spent the days before the jam kicks off organizing my project and working through a preproduction phase.
During this phase, I have reached out to other collaborators and started to share my work on socials, itch.io, and some discords I frequent.
In the spirit of the jam, I am not starting any code or actual art production until the clock starts ticking.
To make sure I have scoped my project properly I have whipped up some task lists, asset lists, visual aids, and mood boards and put together some rough prototypes in Blender.
The purpose of this is to make it easier to communicate my ideas to other team members if required.
I know what the core themes for my game will be.
I have a good idea of what the core mechanics for my game will be.
I have a strong sense of the visual elements I will be including.
I have completed technical art tests to make sure I can achieve the style I am aiming for.
When the jam opens officially, I will be looking to build a prototype as fast as possible so that I can then focus on iteration, playtesting, and visual development.
I have a bad habit of making excessive notes and documenting my design process when I work on projects.
I will try to turn this into a positive by sharing a post-mortem and timelapse of my production process at the end of the jam.
For me, preproduction is one of the most important and often overlooked aspects of working on a project.
Making sure the core themes, visual elements, minimum features, and nice to-haves are mapped out early makes it more likely I will be able to complete this project on time.
For now, I will share a little snippet of my technical art tests
As of this teaser, I have zero subscribers or followers across itch.io, youtube, x, tiktok and github.
Every follow, like, share, and subscribe helps.
Thanks for checking on my project
- Secresteyn