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Game for game jam +

Simon is a calm and collected old man who sets sail on a peaceful journey across islands to gather the finest ingredients for the ultimate sandwich. Sailing through tranquil waters, he explores charming lands, interacts with quirky characters, and uncovers little secrets while collecting the freshest ingredients. Each island offers a new adventure and a unique flavor to help Simon craft his dream sandwich.

 

I led the project from start to finish, guiding two rookie teammates through their first game development experience. As the only member with prior experience, I was responsible for:

  • Game Design

  • Level Design

  • Narrative Guidance

  • Scripting and Programming

  • Team Organization and Workflow

  • Art and Animation

 

From concept to prototype, I structured the development process and ensured that everyone could contribute meaningfully, despite the short timeframe and learning curve.

The jam theme was “Chillax”, a mix of “chill” and “relax.” From the start, we aligned our design around this concept: we wanted to create a game that made players feel at peace, without pressure, and could be played slowly, almost meditatively.

To support this mood, we chose to use lofi music as the soundscape for the game. Lofi’s mellow beats, ambient textures, and subtle imperfections created the perfect atmosphere for our world. It helped reinforce the calm pacing, invited exploration, and made even the smallest interactions feel cozy and pleasant.

The music became a key pillar of the experience, influencing our decisions in level rhythm, camera movement, and even Simon’s animations.

Losfisland was designed to be a relaxing, feel-good experience. Every mechanic was carefully crafted with that in mind:

  • Boat movement was smooth and forgiving, emphasizing calm exploration.

  • Island spacing and pacing were tuned to create a natural, tranquil rhythm.

  • Platforming and jumping were simple and accessible to avoid frustration.

 

"No timers, no enemies, just you, the boat, the ingredients, and good vibes."

Our biggest challenge was the small team size (three people) and the fact that I was the only one with prior experience. To overcome this, I:

  • Created a minimalist scope, focusing on core features that could be executed well

  • Used FigJam to map out ideas, define priorities, and visualize the structure

  • Built clear task lists, aligned with each teammate’s learning curve and capacity

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Another major challenge was harmonizing our 2.5D art with gameplay clarity. I worked on camera tuning, hitbox simplification, and depth control to ensure the visual style didn’t interfere with the player’s understanding or movement.

Even in a short project, I wanted Losfisland to feel warm and personal. I built a simple but charming narrative around Simon’s wholesome quest to make the perfect sandwich. Dialogue and interactions were kept light, with each island offering a small surprise, a quirky character, a visual gag, or a playful detail.

What I Learned:

  • How to lead and mentor beginners in a creative, fast-paced environment

  • The importance of scope control in small teams

  • How to harmonize art direction and gameplay in a 2.5D environment

  • The impact of music and tone in establishing emotional experience

  • That clarity and simplicity are powerful tools when done with intention

 

Losfisland was both a creative leadership challenge and a design exercise in tone and pacing. It reminded me that emotional impact doesn’t have to come from complexity, sometimes, it comes from silence, rhythm, and a good sandwich. Leading the team, organizing the process, and shaping the player’s emotional journey was one of my most rewarding jam experiences so far.

 

🏆 Lofisland was awarded Best Game submitted from the Maringá location.

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©2022 por Bruno Café. Orgulhosamente criado com Wix.com

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