Ukie 2026's theme was "symmetry" so we decided to create a puzzle game where there are two worlds where the goal is to make them symetrical. One side has the objects in random positions and the other is in the right spot. The player has to pick up the objects and put them in the place they are needed. When all the objects are in the right spot, the game is won.
This project was in Unreal engine and the first game jam i did in Unreal so there was a very different scope. We also struggled in creatign an idea for symmetry that we all liked and wanted to make. there were 2 programmers and an animator on our team so we needed some that wasn't very technically challenging to make but still felt intuitive and fun to play.
I did the set dressing and the movable objects as well as the audio implementation. I also made some of the particle systems and the AI units. I focused a lot more on juciness in this game jam as I had always worked on back end parts prior. This helped in making me think more from a designer perspective and what games want to make them look and feel fun to play.
Itch Link : Symmetree
Global Game Jam 2026's theme was "mask" and our group was very excited by this. All of our favourite genre of game at the time was rogue-like and we knew we wanted to make one. Furthermore, as it was similar to my GGJ game in 2025, it would be interesting to see how my skills had developed over the year.
The game revolves around a child who is having nightmares of attacking enemies and uses masks to gain the ability to fight back. These masks come from childhood experiences hes seen. Batman and superhero ones, the phantom of the opera mask and the V for vendetta mask but the character does not know the name of it, so it is called the white mask. The player can then attack the enemies, and they can drop XP which the player can collect enough of to level up and gain stats. The stats are shown through UI and the rate at which monsters spawn in exponentially increases over time
I was the designer and hand made quite a few of the assets like the masks, mask pick ups, XP pellets and many others. I even made the masks on the animations and made the animations in the unity animator. I tile painted the whole game and added collisions. I also did some of the basic programming required like the teleports into separate areas and enemy AI moving and health systems. I also made all the UI which was a new skill that went more in-depth than previous projects I had been a part of.
The rate at which I was able to create things and remembered things was way more improved than in 2025. We were able to make a full game experience rather than just concepts with the same amount of people on the team. The ability increase seen was a really nice feeling to see and gave me confidence in my own ability.
Don't Burst Your Bubble was the Global Games Jam of 2025. The theme was "bubble" so my group decided to create a wave based survival with a final boss and mini-boss in Unity where you play as a bubble. We made a charge attack for the player to use and made enemies that spawned in random locations and would track the player. These had animations and the charge attack had a bar that would fill up to showcase if you could shoot or not. The time in-between enemies spawning would decrease over time. We also made the mini-boss spawn smaller versions of slimes to attack when it hit certain health thresholds. If the player dies then the game cuts to a game over screen and if they kill the final boss, which has ranged attacks, they go to a win screen.
This was my first games jam and I had a lot of fun coming up with an idea and then working through it and developing it from idea to product was so fulfilling. Whilst I didn't win any awards, I learnt a lot of processes and my first interaction using GitHub collaboratively and helped develop my knowledge of git-bash. I developed my front end of Unity and learnt how to delegate different jobs between people and hold responsibility for that.
GitHub link:
Mystery at Hallowfield High was the Ukie Games Jam 2025 with the theme "contrast". My group took inspiration from the TitanFall level "Effect and Cause". This game puts the player in a school where a disaster has happened. They have a special tool that when used allows them to time travel back to just before it happened but certain areas are blocked off and can't be accessed. The player must use this to get around the school and figure out why the disaster happened and potentially who caused it.
This was a really fun project to work on and one of my first proper 3D game projects. We did over scope which taught me a lot as I was cramming towards the deadline of the 36 hours and learnt not to do that in future. We balanced our tasks out as a team and worked well together in communicating and creating our game. I learnt more about audio and how it works within 3D space and how to manipulate it to make it sound more realistic and how to make the player feel certain emotions and danger in different areas.
To create this game we used a school room asset pack on itch.io by styloo (found here) and they recognised our game and asked if they could use it as a piece of community work using their asset pack. We are now a listed creator under microwave studios, which was our team name for the game jam.
GitHub link: