Little Sam needs to sleep! Be a good sandman and send and merge the right dream pieces to form a lullaby to prevent them from having a nightmare and waking up.
In this puzzle game the player has to combine flying shapes to craft the required shape. |
Dream On was the first game I participated in the creation of. It was created as part of the Ubisoft Game Jam 2020 and gave me my first insight into the process of game development.
In this small casual puzzle game the player has to make sure that little Sam dreams good dreams.
To do this, he has to combine the right shapes by drag and drop before they reach the dreaming child. He also has to make sure that wrong shapes stay away from the child's bed.
The shapes that fly into the little child's room, which become more numerous over time, must be combined or removed using quick thinking and reaction skills, with the combinations increasing in complexity over time.
In this small casual puzzle game the player has to make sure that little Sam dreams good dreams.
To do this, he has to combine the right shapes by drag and drop before they reach the dreaming child. He also has to make sure that wrong shapes stay away from the child's bed.
The shapes that fly into the little child's room, which become more numerous over time, must be combined or removed using quick thinking and reaction skills, with the combinations increasing in complexity over time.
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First experiences and insights in
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Making the first digital game was a special experience for me. I signed up for this gamejam despite having no previous experience and was immediately lucky enough to join a team full of skilled and experienced developers, from whom I was able to learn a lot during these two and a half days.
Since one of my teammates was an experienced producer, I was able to go through an orderly and highly condensed version of an entire production including preproduction, production and polishing. On the first day (preproduction) I was mainly busy conceptualizing the game system and creating some detailed flow charts for the programmer. On the second day (production) I got into Unity, built the level and improved the UX with my teammates. On the third day (Polishing and Presentation), I designed and created UI screens and tried my hand at VFX effects.
Overall, I can say that this was the first time I gained insight into the importance of player feedback and interaction design, as well as valuable experience for later project organizations.
I also learned here how positive and profitable it can be to have the courage to just jump into the deep end and go into a completely new situation.
Since one of my teammates was an experienced producer, I was able to go through an orderly and highly condensed version of an entire production including preproduction, production and polishing. On the first day (preproduction) I was mainly busy conceptualizing the game system and creating some detailed flow charts for the programmer. On the second day (production) I got into Unity, built the level and improved the UX with my teammates. On the third day (Polishing and Presentation), I designed and created UI screens and tried my hand at VFX effects.
Overall, I can say that this was the first time I gained insight into the importance of player feedback and interaction design, as well as valuable experience for later project organizations.
I also learned here how positive and profitable it can be to have the courage to just jump into the deep end and go into a completely new situation.
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DETAILS
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Genre:
Engine:
Platform:
Controls:
Developer:
Team size:
Dev Time:
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Puzzle
Unity
Windows PC
Mouse
Falling Jamtoasts
6
2 Days
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MY TASKS IN THE PROJECT |
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System Design
Level Design
VFX Art
Level Design
VFX Art