game development

I Finally Did My First Game Jam

On June 12th, 2026, I entered my first game jam: Godot Wild Jam. Specifically, GWJ # 94.

For the uninitiated, during a game jam, you make a game solo or with a team in a very short time period. Some are only 72 or 48 hours, though this one was a comparatively generous 9 days. Game jams also give participants a theme that the game must adhere to. GWJ94’s theme was “mutation,” with optional limitations called “wildcards,” which included Disassembly Required (demolish, break, or disassemble things), Checkout (have stuff to buy), and…I Like Turtles (include a turtle).

I joined up with two other people: Calzark and Benosse. My team and I ended up making a game about a rat head who grows limbs made of other rats to dominate and make their way through the sewers. We also included all of the wildcards: enemies to attack, a currency (food) to buy mutations, and snapping turtles (one of the enemies; the other was a three-headed pigeon).

Our game is called Ratipede, and it’s a tile-based strategy game where you try to get to the sewer exit with your entire rat crew intact. The rats consist of one “rat head,” which grows “rat limbs.” This idea was based off of the real-world phenomenon of a “rat king,” which is a group of rats whose tails get stuck together.

Players have to manage the health and food of their rat head and limbs. They must also adapt to their environment by applying mutations that allow them to attack enemies and bypass areas with toxic sludge. Food is used for rat upkeep, growing new rat limbs, and buying mutations.

I should have done a game jam much sooner. I was intimidated by the time limit (which is especially daunting with a full-time job) and my sub-par programming skills, but there are many ways to contribute to a game jam team. In my case, I assisted with the concept and design of the game, created a few small art assets (I made the snapping turtles and a couple of UI elements!), provided some writing for the game and Itch.io page, selected some royalty-free audio, and participated in playtesting/quality assurance.

I was extremely impressed by my teammates. Calzark is an incredibly talented programmer with at least a dozen game jam experiences under his belt. Benosse, like me, was a newbie, but he created amazing art assets so quickly. I was humbled by their abilities and honored to work alongside them.

Although I don’t plan on doing another game jam in the immediate future (jams are a commitment, and I need a break!), I would love to participate in another one at some point. Right now, I plan to focus primarily on my art skills alongside my general Godot skills. Thankfully, my fellow developers assured me that my communication and collaboration skills made the experience smooth for them, so I know I have value as a teammate!

You can give Ratipede a try here!

game development · news · notice · video

Spitfire Sheep now available on Android!

Spitfire Sheep was released late last night for Android devices! Now that you’re, presumably, refreshed, go ahead and download it on the Google Play Store! We’ll be preparing an iOS build for the App Store this year.

game development · news

Hold the Xylophone; Here’s an Upbeat Update

A new teammate has joined the project as a composer. Give a warm welcome to Oliver O’Neill! We’re banding together to jazz up the game with some catchy music.

During MAGFest‘s Q&A panel for renowned game composer Manami Matsumae, I asked how I could ensure that players would like my game’s music. I haven’t even played an instrument since I was in elementary school, so I’m not at all knowledgeable in music theory or composition. Although my question was too general (I wish I had thought of something more specific), she confirmed and emphasized the overall importance of sound design for games. Afterward, Oliver approached me and expressed interest in lending his aural talents to my project.

As for the game itself, while it has been progressing more slowly than intended, I’m planning to start releasing some teasers in the near future. I’ve purposely been secretive to protect the project from being shown to the public before it’s ready, but I’m eager to stop harping on about delays and start drumming up interest.

game development · news

A New Game Begins…

In the past, I worked as a freelance game designer and QA tester. I enjoyed assisting my team and working toward the goal of releasing a digital experience for people to enjoy. However, a new phase of my life is beginning.

Here’s the official public reveal from yours truly: I’m starting my own game studio. Although I can’t reveal the name or logo yet, I’ll divulge more information when the time is right.

I will be managing the project and juggling other tasks, including design, art, animation, and marketing.

My company’s first project will be a mobile game for iOS and Android. The game will focus on providing an accessible, quirky, and compelling experience with gameplay inspired by classic arcade titles.

Stay tuned for more details.