
MODULINGS
About:
In the world of the Modulings, teamwork means everything, but a nefarious computer virus started to divide them. It's up to you to connect, build, and shoot to reunite the Modulings and bring peace back to their universe.
Modulings was created in 26 hours for Wolfjaw Studios' Wolfjam 2024 game jam competition. We as a team utilized our expansive skillset as producers, designers, programmers, artists, and sound designers to create a fun experience for our target customer. We wanted to play with the nostalgic arcade feel and did so with the help of tools like Unity, Aseprite, Adobe Illustrator, DOTween, Google Suite, and FL Studio.
The Team:
Ayden Brumley - Game Producer
Zax Nathanson (videozax) - Game Designer
Lucas Merril - Game Designer / UI Programmer
Seth Riddensdale (snerds) - Backend / Game Feel Programmer
Christopher Eichert (ceichert31) - Gameplay Programmer
Finn Bright - Artist
William Skish - Sound Designer, Composer
We took a massive risk as a team, going all-in on one game concept with a very large scope and a very short timeline. In this project, we flexed our programming and design skills and worked on implementing the mechanics we wanted to hit early on.
By setting creative limitations in our process, we were able to create something that was sonically, artistically, and mechanically sound. We are proud to say that we achieved our minimum viable product–and more. This was achieved through putting faith in each other; we were able to achieve the goal we most desired and achieved the product that most reflected us as a team in our current state–having never worked in a studio setting before.
In the Wolfjam experience, we as a team learned how to collaborate and communicate as a team in a high-stress environment. As students, none of us had worked in a team this large before, and adapting to that quickly was key. We luckily knew each other at the beginning, but we all agree that talking more about our strengths and weaknesses as game developers would have benefited us greatly.
One of our lead game programmers, Seth Riddensdale said “I’ve had trouble trusting collaborators in the past, and with this project, I decided I would work to change that. I left a lot of big tasks to my teammates and trusted that they could complete their respective work, just as I could complete mine. In the end, this proved to be even more efficient for the team than I thought it would be.”
In any game jam, you're bound to run into countless problems, which is why it was ever so important to highlight our small victories, to keep our spirits high in the face of that.
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