GGJ 2015 - Glorious Knakworst Simulator

Project Information


Best Art at location Leeuwarden

Project Description

A Global Game Jam game. You play as the knakworst (a Dutch sausage). It’s Glorious. You fell out of the pan and need to find a way back to the pan. With your physics-based movement, find a way to get back to the pan.
  • Role: Visual Artist, Game Designer
  • Project Type: Game-jam game
  • Team size: 6
  • Duties: Creating art assets, Game and Level Design, Creating VFX
  • Software used: Unity, 3Ds Max, Adobe Photoshop, Quixel Suite
  • Project duration: 48 hours

Playable link

Playthrough by SuitGomez

My Work

Details about my work

This was the first Global Game Jam that I ever participated in and I was excited and eager to start. The team and I were ambitious about the whole event and we wanted to make something fun. Not serious, but entertaining and somewhat weird would be ideal.
We came up with the idea that you had to control a knakworst (Dutch sausage). The idea was simple, go from point A to point B. However, with this awkward and hard-to-control movement of the sausage, it was creating quite a challenge.
My duties during this game-jam vary from creating 3D assets to level design. My line of work was pretty much everything in between. If I had to help make assets, I could. I also implemented them and build a level in Unity with the assets that were created. I also made the particle effects for the game.
We were very proud of the outcome and it even got some traction from the DGG (Dutch Game Garden) and from a YouTuber.

Project Reflection

Lack in Design

The team consisted out of multiple artists and a few designers. Reflecting back to the jam, the game was clearly reflecting that. The level design is not great, with very few pathway options. The movement of the player could be a bit more defined, resulting in more control over the character. And nothing happens when you actually complete the game, there is no end screen. All those things add up and we should have put more time and effort into these parts of the game.

Art Production Pipeline

The pipeline that we used for assets worked great. We had a pretty simple and straightforward art style and we could use that for making a simple pipeline for pumping out assets. You made a 3D asset, unwrap it and make a color map in Photoshop. Place this colormap in Quixel Suite and assign the materials to the right colors. Render the new textures and implement the asset with those new textures in Unity and you are done. With this system, we could quickly pump out assets with decent quality.