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Necroblade_banner_v1.png

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

PlayForFreeOnSteam.png

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.

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