
Dev Time
48 hour
Game Jam
Team Size
8
Focus
Combining
Wave Surival
Rogue-like
Tools
Unreal Engine
Team Size
-
2 Level Designers
-
2 Procedrual Artists
-
2 Technical Designers
-
2 Game Artists
Development Time
48 hours Game Jam
Tools
Unreal Engine 5.4
Top Down Template
Blender 4.0
Focus
Game Jam Project
Wave Survival
Game Design
Combinations & Upgrades
Scripts
Custom AI Wave Manager
Special Abilities
Level & Upgrade system
Wepond combination system
About the project
What was my role?
What I've learned
This game was created as part of The Game Assembly’s annual internal game jam during my first year of school. The goal was to develop a fully playable game within a 48-hour time frame, based on the keyword “Combination".
Drawing inspiration from other rogue-like games like Vampyr Survivor we came up with the idéa to defeat hordes of enemies as a spell weaving battle mage.
Necroblade won the category for best game art.
During this game jam, I took on the role of Game Designer, refining and pitching ideas such as a weapon-combining upgrade system. I also contributed to character concepting, designing both the player character and the monsters.
Additionally, I visualized early UI and HUD elements. Later, much of my focus shifted to playtesting, balancing damage values, and refining the overall feel of the game.
Participating in a 48-hour game jam with seven other people taught me the value of clear communication and adaptability. With such a short timeframe, quick decision-making and compromise were essential to keeping the project on track. I learned how to scope my game design efficiently, ensuring it complemented the mechanics without overwhelming the team. Collaboration was key, balancing creative vision with technical feasibility required constant alignment with artists, programmers, and designers. Despite the chaos, the energy and passion of the team made it an incredibly rewarding experience, reinforcing the importance of teamwork and rapid iteration in game development.
About the project
This game was created as part of The Game Assembly’s annual internal game jam during my first year of school.
The goal was to develop a fully playable game within a 48-hour time frame, based on the keyword “Combination".
Drawing inspiration from other rogue-like games like Vampyr Survivor we came up with the idéa to defeat hordes of enemies as a spell weaving battle mage.
Necroblade won the category for best game art.
What was my role?
During this game jam, I took on the role of Game Designer, refining and pitching ideas such as a weapon-combining upgrade system.
I also contributed to character concepting, designing both the player character and the monsters.
Additionally, I visualized early UI and HUD elements. Later, much of my focus shifted to playtesting, balancing damage values, and refining the overall feel of the game.
What I've learned
Participating in a 48-hour game jam with seven other people taught me the value of clear communication and adaptability.
With such a short timeframe, quick decision-making and compromise were essential to keeping the project on track.
I learned how to scope my game design efficiently, ensuring it complemented the mechanics without overwhelming the team.
Collaboration was key, balancing creative vision with technical feasibility required constant alignment with artists, programmers, and designers.
Despite the chaos, the energy and passion of the team made it an incredibly rewarding experience, reinforcing the importance of teamwork and rapid iteration in game development.