Global Game Jam 2020

Game Created: Harvest Rush


Game Designer, UX/UI Designer


Anthony Melo, Software Developer

Yu-Jen Lin, Software Deverloper

Diana Castillo, 2D Artist

Brock Norfleet, 3D Artist

Wilven Tavares, Technical Artist

Global Game Jam

The Global Game Jam® (GGJ®) is the world's largest game creation event taking place in physical locations across the globe. Think of it as a 48 hour hackathon focused on game development around a theme.

This year's jam theme was: REPAIR.


Jan 31 - Feb 2, 2020

Harvest Rush Game Start Screen in TVHarvest Rush Game Start Screen in TV

Our Game - Harvest Rush

Harvest Rush is a 2 vs. 2 couch multiplayer game designed for play on PC with DualShock controllers over Bluetooth.

In this race against time, two teams compete over control over a farm. An unlikely pair of animals work together to eat crops while a mother and son try to frantically repair the damage. Will the critters eat enough before their health depletes? Will the farmers repair enough crops to survive the season? You only have 20 SECONDS, make it count!

jam overview

How The Weekend Played Out

The jam was a very successful and rewarding experience. I dedicated time after the event to compile a retrospective on my team's experience with takeaways discussed amongst our ourselves. I challenged myself to represent the entire process through a presentation. See interactive pdf or look through the static images below.


Constraints Fuel Innovation

GGJ Diversifiers are a voluntary set of game jam constraints. Our team believed that deciding on a few diversifiers would spark innovation during the brainstorm session. 3 was our magic number! Here are the Diversifiers we tackled:

  • A kind of cooperation’ (sponsored by Sony Interactive Entertainment) - Create a co-operative multiplayer game that encourages collaboration and kindness.
  • Conlang’ - Your game features a made-up language from another work of fiction. (We chose to use the robotic sounds of Namco’s ‘Katamari Damancy’)
  • GGJ20’ - Your Game takes exactly 20 seconds to play.

  • process

    Game Design

    I defined the majority of the game's mechanics including the players actionable features and the states of the farm plots. By clarifying each of the game parameters with the team and locking in our decisions early, this allowed the game programmers to plan out development of the game, prioritize, and distribute tasks over the course of the jam.

    Once some of the features started coming together, I helped to facilitate quick user tests to get a grasp on usability of the game as well as balancing the teams.

    UX/UI Design

    I designed the UI architecture and created the UI assets for the game's interface. I initially white-boarded wireframes of the game's screen flow. Then, I worked with my teammates to streamline the number of screens to save time on development while retaining the same information the players would need to understand the game.

    Live Demonstration

    Indienomicon is a Central Florida indie developer community. For this year’s GGJ, Indienomicon hosted their monthly meet up event at Full Sail University’s Armada Fortress, one of the largest college e-sports arenas, to share each Central Florida GGJ’s team post postmortems and perform a live demonstration of their games.

    I was proud to have been able to speak and present our game to a live audience with teammates Anthony and Brock. We received a great positive reaction to our team’s game. Join in on the cheer battle!

    What are your thoughts on game jams? Let me know!