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Everybody wham wham
Everybody wham wham












everybody wham wham

It can be a little trickier, but don’t let your software stop you from collabing with people you like (!).

everybody wham wham

Since we couldn’t share sessions across programs, we would just send music stems and files back and forth. I didn’t do any of the art personally, but if you have any questions about that they might be able to answer them.įor music, SFX and voice recordings we use a mix of DAWs: I’m in Cubase and the others are in Ableton/Logic. Our artists used Adobe Animate for all our vector art, so we were loading. There were times we had outdated audio files still in the game and version numbering helped us double check if they were correct. This is going to be the most boring advice ever, but make sure you have a naming convention for all your files!!! We had multiple versions of art, sound effects, VO recordings and music files flying back and forth between us so do Future You a favor and keep track of them. Github to host our project, Github Desktop on everyone’s computer. Our workflow will look pretty standard: server on Discord, lots of threads. Our first prototype of rolling a snowball Quick shoutout to Peter Jørgensen who organizes gm48 and the community there :)Īnd if you’re curious here’s some early prototype footage and concept art: Creativity, speed/efficiency and improvisation are huge for us - this will be relevant later! Our approach to game jams is to basically take our wildest ideas, build a game around them, and improv a soundtrack with hours before the deadline. Hopefully you folks can take something from our experiences and do things better than us!Įverybody Wham Wham actually started as a gm48 game jam game! That game was based around a pumpkin-growing competition (since we love Halloween), and we eventually adapted it into a snowman-building competition for Wham Wham (we also love winter). I’m part of a team of 4 musicians/developers who’ve worked on small games and game jams in the past, and finally we took the leap to make our first commercial game with Everybody Wham Wham! We started development in mid-October 2020, so the past 3 months have been a wild ride of breakthroughs, mistakes, lessons and tears (jk).














Everybody wham wham