Taking Root

Summary

For the Global Game Jam 2023, I doubled the team from my previous ‘Nevergreen’ project to a multidisciplinary group of 8 developers. Together, we were tasked with creating a game that fit the theme of ‘roots’ within a strict timeframe of 48 hours.

Experience the 3D platformer Taking Root through the eyes of Herby - a cute little veggie who must quickly escape the kitchen by utilising his unique Rooting power.

A deadly fire has begun, and Herby must hastily make for the exit by traversing the kitchen counter, but an AC unit stands in his way. Take root to nearby objects to avoid being knocked back by the strong gusts of air, but do not tarry, as the fire edges closer and risks turning Herby into Grandma's next favourite recipe!

This project proved to be an excellent opportunity to challenge myself, since it became the first that I shared knowledge of Agile practices to an unbeknown team, and with very limited time.

As a result of thoughtful planning and managing our time effectively, we successfully carried the project from conceptualisation through to completion within the specified timeframe.

The game itself also shared in our success as it was the highest rated game within our jam site - coming in 1st place out of 30 entries.

Click this link to play Taking Root for free on itch.io.

Trailer

Taking Root Trailer - Featuring the playable character Herby and his perilous path across the kitchen countertop.

PLATFORM

TEAM

DURATION

Platformer

GENRE

ENGINE

Unreal Engine


PC

8

48 Hours

Highest Rated Game of the Jam Site (Staffordshire University)

ACHIEVEMENTS


Impact

  • Enforced Agile workflows for the first time by undergoing self-motivated research, sharing this knowledge with the team, then adapting it to fit a strict timeframe lasting 48 hours.

  • Planned and divided development into four sprints through the use of a project planner on Microsoft Excel, which made the most effective use of the limited time that was available.

  • Coordinated meetings within a hybrid working environment that bridged on-site and remote members of the team - encouraging the team to share progress and feedback.

  • Tracked, prioritised, and tagged tasks on Trello to ensure that the project remained on schedule. Established standards for attaching images and notes to each task to aid communication.

  • Managed recruitment for the team by seeking those who were aligned on the creative vision for the game and skilled in areas of audio, art, and tech.

  • Represented the game and championed the team during discussions and presentations with game jam organisers and other participants.

  • Safeguarded the team’s well-being by ensuring that breaks were respected and developers returned to the project feeling refreshed and driven.

Software

Team

On-Site Team Members

… and Herby!

  • Alex Briggs - Producer

    Ethan Carlow - Blueprint Scripter

    Jeremy Goldsworthy - Audio Designer

    Kai Swarvett - Composer

    Kit Broderick - Game & Level Designer

    Rami Rowe - Concept Artist

    Rhys Reynolds - 2D Artist

    Tom Bloomfield - 3D Artist