Crowmatic

Crowmatic

The Brief

As part of the "Game Jam des Audacieux·ses", we had one week to create a game based on the theme "Monochrome." A Game Jam is an intensive event where participants gather to create a project together in a limited time, usually centered around a specific theme. This edition stood out due to its chosen diversity format, bringing together a group of initially unfamiliar people to collaborate and take on the challenge.

Getting to Know Each Other to Work Better Together

Getting to Know Each Other to Work Better Together

Getting to Know Each Other to Work Better Together

During this Game Jam, I took on the role of UX/UI designer, and one of my objectives was to co-create a project idea with the team. To do this, I applied the Design Sprint method, adapting it to our context and constraints. I set up a series of 10 workshops aimed at helping us get to know one another, refine our concept, and ensure each person had an active role in the creative process. It was a real challenge, especially given the limited time and the need to adjust for different time zones.
One of the most effective workshops was the "8 ideas" session, where we had 8 minutes to sketch a new idea each minute on paper. This exercise was particularly fruitful, sparking very interesting concepts and boosting the team’s creativity!

Project Setup

Project Setup

Project Setup

Once the project was underway, it was essential to keep constant track of team activities. So, we established a daily check-in system that I structured into four parts: Mood of the Day, Ongoing Tasks, Challenges Encountered, and Expressed Needs. This tracking was shared on a Discord channel, allowing absent members to stay updated.
In parallel, we implemented a task management system organized into three categories: To Do, In Progress, and Completed. Each task included estimated time, difficulty level, priority, and possible dependencies. All of this was centralized in a single shared board, making coordination easier without juggling too many tools. This system allowed for smooth organization and a clear view of the project’s progress.

In-Depth Analysis and Experience Design

Once everyone had chosen their tasks, I started with a competitive analysis of the game GRIS, which most closely aligned with our vision of the ideal game for the theme. I studied the first 30 minutes of the game, breaking it down based on new discoveries, and structured the analysis around several questions: What must the player do? Where and how must they act? What are the developers’ intentions? What does the player see and hear? What does the player think, feel, and say? What decisions do they make and why?

With this analysis in mind, I was able to design the complete game flow, from the main menu to the final level. The goal was to break down each level to better explain the player’s journey and the emotions they should feel.

Since our team didn’t have a level designer, I also took on the player progression design, thinking about collectible placements and how the player would discover them. I also described the overall atmosphere of each level, which was helpful for sound designers, composers, and 2D artists. Finally, I detailed the skills the player would unlock as they progressed: Observation to obtain the first feather, Agility for the second, Thinking for the third, and so on.

Prototyping and Integration

Prototyping and Integration

Prototyping and Integration

As the days passed, it was time to dive into the UI! I allocated a full day for this in my schedule—Thursday. I know my work pace and was confident it would be enough. However, I had to account for my Twitch livestream that afternoon, which would inevitably extend the time spent on this task.

I launched Figma and began prototyping all the screens. At this stage, one issue remained: we had no visuals for the game, and therefore no clear art direction. I had to start entirely from scratch!

In the end, I completed everything by Thursday night as planned and could then move on to integration, which took two days. Wanting to do things properly, I took time to create micro-animations and ensure responsiveness, even if it wasn't strictly necessary. It helped me learn how to work faster and more efficiently!

I integrated all the interfaces into Unreal Engine 5, the game engine our team had chosen. At the end, I also helped with integrating the tile map and backgrounds.

Conclusion

Conclusion

Conclusion

The project wrapped up fairly quickly. On the last day, we barely had time to implement the collectible mechanic before it was already over. Unfortunately, that meant I didn’t get the chance to add the HUD. However, we’re staying in touch in case we want to continue and improve the game later on!

Overall, it was a very positive experience. This kind of time-limited exercise pushes you to challenge yourself, learn how to prioritize, and collaborate while respecting each team member’s pace. In short, an enriching and motivating experience.