
Glube Jam 2023
(Dallas) Society of Play held its very own Glube-themed Game Jam! Glube is their adorable mascot that the community has grown to adore.
The team I worked with created an arcade game where anyone can play as Glube and enjoy jamming!
​
Check out my Designs page to see other work I have done for Society of Play!
Overview
Players: Multiplayer
Genre: Arcade (for cabinet use)

Role: UI Designer
Team: 6
Dev time: 2 weeks
Tools used: Figma, Photoshop, Unity, Git
Skills exercised: Adding UI into Unity, Creating graphics for an arcade cab, anticipating asset needs, and time management
Vision
The goal of the project was already established when I joined:
An arcade game where Glube finds items in the wild to make jams (any items would do). These jams are then sold at the weekly Show-and-pay.
My role was to create UI assets for the buttons, start screen, and HUD. Additionally, I defined the jam-making process >>>
(based on real jam recipes I saw on YouTube 😎).

Process
As always, I followed a process when designing.
This process is updated to fit the project and to promote a more effective workflow.
Gather
Define goals
Set timeline
Team meetings
ID key ideas
Ideate
Game research
Collect references
Ideate tone/look
Create
User flow
Sketch assets
Mockup & Iterate
Prototype
Finalize UI
Present mockups
Conclude
Push assets into Unity
Present at the Show & Play
Gather
Define Goals, Set Timeline, & Identify Key Ideas





The goal of this jam, for me, was to practice putting assets into Unity and creating neat UI elements. Collaborating with two programmers who already had a (fairly) achievable idea in mind was a bonus.
​
The key ideas:
-
Objective is to make and sell Jam
-
Game will be made for SOP the arcade cabinet
-
The title will be Glube of the Wild Berry Jam vs. EX Cook Off Championship Edition and should reflect such extravagance.
Although not perfectly legible, I wanted to still show that I was organized and prepared :)
Ideate
Game research, Collect references, Ideate tone & look
Initial tasks:
-
Create interaction prompts to help guide the players
-
Create a title screen with 'flat', 'y2k', and 'Smashbros' vibes
-
Inevitably helped brand UI and gam​e
-

-
I created this FigJam to collect references for each of the key terms provided
-
With some help from Google Images, I had a clearer idea of what fonts, colors, and shapes to use



Calculating...

... Ta da! (Click to view game)
Create
User flow, Sketch assets, Mockup & Iterate
Although I did not require a user flow directly, it still helped me picture the structure of the game before it was real.
Also, since it was for me more than a deliverable, I left it a bit messy and focused on the Making Jam aspect of the game.


For the Button prompts, UI elements, and Ready Screen, I started with sketching:
Button promts & Buttons
HP Bar


Ready Screen

Inventory

Prototype
Finalize UI & Present mockups
The two weeks went by quickly so finalizing UI mainly relied on three things: Does it fit the 'y2k', 'flat', 'Smashbros-esque' theme initially decided? Is it intuitive enough for players? and Does it match the standard set by the title screen?
Ultimately, having a yes from each of these was necessary to move on to focusing on gameplay.














(Progress)
Fonts
The fonts used during y2k are bubbly and extravagant. I wanted to utilize that concept as much as possible when looking for a title font which is why I went with Zorque.
The secondary font, however, could be way more 'video gamey' for the arcade cab: Visitor TT1
Colors
Each player could be a different color of Glube. Although Glube is typically either green or purple, the arcade game allowed red, blue, yellow, and green. I utilized purple as an available color for the interface (similar to the Start Screen). Also, since Glube's form would remain the same and his color was all that changed, I filled the ready screen banners accordingly.
E0341C
FFEB33
3F75FF
70B44A

Conclude
Push assets into Unity & Present at SOP's Show & Play
Given this was my first game jam, I am proud that I showed up. However, there are many things I would do differently now having seen the engine side of things:
​
-
Now that I know how to add elements in-engine using Git a lot easier, I would test how things look on my own branch a lot more.
​
-
Would also make some changes to the visuals in the interface, but that would always be true if given more time.
​
-
Finally, now more comfortable using Git, I am destined to spend more time implementing UI on my next project!
​
Check out the game on itch.io at https://flowt.itch.io/glube-of-the-wild!
