Project Overview
NO INFLATION WITHOUT REPRESENTATION!
An inflatable tube man from a car dealership reaches his breaking point, tired of aimlessly flailing for the laughter of onlookers without any compensation. He decides to take matters into his own hands, wreaking havoc to demand fair treatment for unpaid inflatables!
An inflatable tube man from a car dealership reaches his breaking point, tired of aimlessly flailing for the laughter of onlookers without any compensation. He decides to take matters into his own hands, wreaking havoc to demand fair treatment for unpaid inflatables!
Inflamed was made in under 48 hours as a part of 2024's Global Game Jam following the theme "Make me Laugh."
Inflamed ultimately won Best in Show at the Savannah jam site, besting over 220 participants.
My Contributions
Game Design + Gameplay Programming
+ Created Modular Destructible System
+ Created Score and Battery Systems
+ Implemented Camera Motion and Shake
+ Implemented Character Attack Functionality
+ Implemented all Audio and VFX
+ Implemented UI Animations and Polish
+ Created Modular Destructible System
+ Created Score and Battery Systems
+ Implemented Camera Motion and Shake
+ Implemented Character Attack Functionality
+ Implemented all Audio and VFX
+ Implemented UI Animations and Polish
Breakdown
The very first idea to hit the whiteboard after the theme was revealed was "Inflatable Tube Man." This single line became a game perfectly scoped for the 48 hours of development that followed.
Due to a flat tire the day before, I wasn't able to be in the studio at kickoff but managed to spend the first few hours whipping up a functional, modular destructible blueprint. By using a data table, each destructible could have its static mesh, destruction effects, audio and point values managed from a single location. This also meant that assets could immediately be implemented upon completion.
Within hours, we had a working prototype which gave plenty of time for polish. Randomized paint jobs, tires that explode from the vehicles, and camera shake were all of features that arose from the extra time.
One design decision I made was the addition of a time limit tied to the tube man's battery life. This addition lent an air of frantic energy to the game that I feel helped push the absurdity and comedy of the project.
Screenshots