A game by Gavin Mortensen and Mitchell Hogle
Scalability, Scope, and Strategy
This game was developed for a 96-hour game jam, with the theme of "Built to Scale". Leading a team of two, I wanted to make sure we could develop something with a controlled scope. On top of this, both my co-developer and I worked full-time jobs the weekend of this game jam. That being said, we wanted to make sure we did not sacrifice fun for simplicity. So, naturally, we began prototyping our idea for a "scaling snowball runaway" game immediately. The systems were initially clunky, but seemed to serve our intended gameplay loop. I created the main gameplay elements in GDScript, including the controller, the scaling snowball, different effects from floors the snowball rolls over, and the dynamic camera system. Once this was in place, my co-developer got to work in C# creating a procedural system for our endless runner. Within about 36 hours from inception, we had the game playable. We then refined our gameplay, tightened up controls, polished up menus, and finalized art assets. Over the next two days, we traded github commits between our day jobs and fully accomplished our goals with about 6 hours to spare. This was the single most well-managed exercise in strategic scope planning that I have been a part of.Â