Matt Blickem

Neon Drop

Dodge shapes in a neon colour tunnel.

What was shipped: Minimal arcade action game.
Authors: Supercore
Time spent: 48hrs

At the 5th Supercore game jam we created an accelerating fall through a neon tunnel filled with obstacles to test your reactions. Read about the development on our blog. Play it here (win.zip).

Lessons learned:

  • You can be pretty rapid in a small team, but your skills are more limited.
  • It's (still) important to remember how to use your tools.
  • My housemate can make music.

Alphabet

Fight letters of the alphabet using your computer keyboard.

What was shipped: First-person arena shooter with a spooky keyboard twist.
Authors: Supercore
Time spent: 48hrs

The 4th weekend game jam with Supercore. We made an arena shooter in Unreal 4 with our own gritty textures and materials, a unique combat mechanic and over 70 voice lines! Read about it on our blog. Play it here (win.zip).

Lessons learned:

  • How Unreal Behaviour Trees work.
  • How to run our game jam over the internet.
  • Next time make a task list with owners and priorities so everyone has something to do.
  • Next time maintain an "in progress" task list so we know what is being worked on now.

Snowman

Grab as many presents as you can before snowmen catch up with you!

What was shipped: A pacman-like snake-esque topdown arcadey game with scary snowmen.
Authors: Matt Blickem & Dan Cohen
Time spent: 72hrs

I worked on this 72hr game jam entry with Dan at a LAN party. It was my first project with the Unreal Engine. Play it here (win.zip).

Lessons learned:

  • How to make a game in Unreal 4.
  • LAN parties are great for finding playtesters and feedback.

Redlines 1K

A game about going faster, avoiding cubes and high scores.

What was shipped: A 2D side-scrolling accelerating asteroid shooter.
Authors: Matt Blickem

This is a 2D version of a game I made earlier this year. Play here (win.zip).

Lessons learned:

  • Blowing up more asteroids is more fun than blowing up less asteroids.

Chasers

An online multiplayer shooter with competitive objectives like hunting bounties and robbery.

What was shipped: An online FPS with guns, jetpacks and procedural cities.
Authors: Matt Blickem
Time spent: 2 months

This game was built on top of Brainstorm using a lot of the same player mechanics and weapons. I made it networked multiplayer with a scoring system based on eliminating notorious players. The procedural city part was an interesting networking problem to solve. I loved testing it with friends on each release. I had to stop working on it and focus on my final year at uni. I hope to bring this to life in future. Read a bit about it here and play it here (win.zip).

Lessons learned:

  • Networking code and concepts.
  • Coming back to a raw project after a few days is very time-costly.

Brainstorm

A singleplayer first person action game set inside a computerised world.

What was shipped: Three worlds with baddies to shoot and with guns and jetpacks.
Authors: Matt Blickem
Time spent: 1 month

I loved the Cyberpunk game that I made in March and wanted to expand it and add narrative. I value my time on this project highly because it was very productive and I learned so much. Despite my best efforts the game I had in my head was larger than I could build in the time available. I published 5 alpha releases before deciding I wanted to try making a networked multiplayer game instead. Read a bit about it here and play it here (Unity webplayer).

Lessons learned:

  • Planning weekly for fortnightly releases make me super productive.
  • Make the game that you want to make.

Sushi Slam

Use the power of the ultimate sushi to defeat your dishonourable opponent.

What was shipped: A local two player 2D sushi themed fighting game.
Authors: Supercore
Time spent: 48hrs

In the third Supercore game , once again we booked a classroom and made a game together in 48hrs. At the time we were fond of games like Towerfall and Nidhogg and Dave had a cool idea for a game in the same genre. Read all about it on the blog and play it here (Unity webplayer).

Lessons learned:

  • It's really worthwhile to dedicate time and effort to audio.
  • We learned about Unity's 2D capabilities.

Redlines 3

A game about going faster, avoiding cubes and high scores.

What was shipped: 3D ship flying obstacle avoiding asteroid shooting hyper jumper.
Authors: Matt Blickem with help from Sami Tanbouz
Time spent: Several months

This project changed a lot because I kept reinterpreting my aim as new ideas struck me. Read all about it here and play it here (Unity webplayer).

Lessons learned:

  • A project will continue forever if you don't decide on a single outcome that you want.
  • I learned a big chunk of what I know about Unity 3D on this project.
  • Sharing and publicising your work is a lot of effort. Plan for this, too.

Ludum Dare Beneath the Surface: Ants

An ant farm simulator game. Design the colony and gather resources to expand.

What was shipped: Basic 3D ant nest building game.
Authors: Matt Blickem
Time spent: 48hrs

This is the second time I tried making an ant colony simulation game for Ludum Dare. I still really want to make an ant colony game... check it here.

Lessons learned:

  • Using assets from Unity Asset Store can save you buckets of time. And the authors of those assets are usually very friendly and helpful!
  • Stop trying to make games bigger than 48hr jams in a 48hr jam!
  • One year later, ants are still cool.

Futile Coda

A doom-like last stand arena shooter.

What was shipped: A first-person arena shooter with two baddy types and two gun types.
Authors: Supercore
Time spent: 48hrs

Using lessons learned from previous jams we selected an idea that suited our skillset and could be expanded upon once the foundations were laid. Read all about it here and play it here (Unity webplayer).

Lessons learned:

  • Do the important things first.
  • Take revitalising breaks from a problem if you're stuck, or ask for help.
  • Warm up with the tools before the jam to spend your jam time more effectively.

Chaser

A cyberpunk game made in 7 days based on an image.

What was shipped: A first-person shooter set in a Tron-like dystopia.
Authors: Matt Blickem
Time spent: 7 days

A solo seven day game jam entry for the Cyberpunk Game Jam. I'm really fond of this one. I must've watched the original Tron film ten times over while working on it. You can play it on the fabulous video game vendor itch.io (Unity webplayer).

Lessons learned:

  • Sharing your progress with fellow game jam participants is majorly motivating.
  • How to do first person shooting.
  • A little bit about shaders.

I'm Lost

A point-and-click story game about a dog lost in a park.

What was shipped: A 2D storyboard game.
Authors: Supercore
Time spent: 48hrs

Our first Supercore game jam! We booked a room for a weekend and made a game together. Credit to my friend Kathy Zalecka for the artwork. You can read about our game on the blog here.

Lessons learned:

  • It's vital to get everyone on the same page about what we're making at the start.
  • Time limitations in a jam make spotting problems early even more important.
  • Design your game for the team that are making it.
  • Post-jam discussion with pizza is really important for feed-forward postmortem ideas.

Summit

A 3D climbing game with procedurally generated climbing problems and different themed areas and hazards.

What was shipped: Procedural climbing wall from an unfinished 3D climbing game.
Authors: Supercore
Time spent: 16 weeks with big gaps in between

Summit was a summer project of ours from back when our ambition was larger than our ability. The coolest thing I did for this game was a procedurally created climbing wall. Have a peek at how close we got to realising our game by clicking here (Unity webplayer)

Lessons learned:

  • Start simple. No, simpler than that.
  • Writing documents isn't a guaranteed from of communication, not everyone will read it. Better to keep talking to each other.

Ludum Dare Minimalism: Ants

An ant farm simulator game. Design the colony and gather resources to expand.

What was shipped: The very beginnings of an ant farm simulator.
Authors: Matt Blickem
Time spent: 48 hours

I tried making an ant farm simulator as one of my very first video games. It was my first Ludum Dare, too. I learned a lot about working with objects in 3D space and writing simple AI behaviours. See it here.

Lessons learned:

  • How to write simple AI.
  • How not to make a voxel system.
  • Emergent systems may follow simple rules but that doesn't them easy to control.