📌2026 Q2
neo twiny jam 500w x3 -1.06-1.07
MH export is priority due to Metahuman getting deprecated (needs extra space)
source control??
Chrystal continue:
Josei/Otome jam -1 July
Amer gothic -2027
Other continue:
association portals - add 2 levels
Stranger Things
"I'm Dorothy Gale from Kansas"
he wasn't even looking at me and he found me
TVSTRANGERTHINGS
I'd rather be in outer space 🛸

ellievsbear
we're not kids anymore.

#extradirty
PUT YOUR BEARD IN MY MOUTH
🪼

⁂
will byers stan first human second
One Nice Bug Per Day
Misplaced Lens Cap
Xuebing Du

Andulka
trying on a metaphor
Lint Roller? I Barely Know Her

❣ Chile in a Photography ❣
$LAYYYTER
seen from Malaysia
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@vitaliadev
📌2026 Q2
neo twiny jam 500w x3 -1.06-1.07
MH export is priority due to Metahuman getting deprecated (needs extra space)
source control??
Chrystal continue:
Josei/Otome jam -1 July
Amer gothic -2027
Other continue:
association portals - add 2 levels
gdtv2026 results
my super rudimentary entry:
portal puzzle game
gamedev.tv jam, the third one for me (for gdtv jams)
Did only 1/3 of what i had in plans, which is basically only a tutorial stage. i have a puzzle game, but creating new levels is quite tricky and showing the puzzle logic so player would be able to follow is also a challenge. One of the levels is words, it is kind of easy to understand. Another is numbers, which seems like a huge jump in complexity. I suppose next could be pictures, colors and maybe music.
I liked one jam game especially from the entries. It's interesting in terms of the puzzles and both ui and overall artstyle. Maybe I'll try something similar some other time.
I made HTML5 game using Unreal Engine 4, so that's that.
2026 results:
35/42 page, 699/832 place
(Me and other 9 games take 699th place out of 832)
2025 results:
23/52 page, 457/1023 place
2024 results:
52/56 page, 1030/1082 place
So, from old notes:
Things to do in jams:
Always check if I have music and sounds -my main template has sounds as a shortcut
consider how to deal with HTML5 (either i don’t work in UE5 at all or I work in UE4.23, which needs new templates and learning) - text prototypes or UE4 browser game when possible are my tried options.
prep meals etc beforehand kinda more aobut time management
Some other thing to do in general:
get screen etc for home - still didn't update
figure out wth is my health situation now because it hasn’t been normal it is what it is, just allocate time for "possible health days off"
Overall, this year I wasn't planing to do jams anymore, so I didn't utilize all days i had and did zero prep. Just randomly started working in UE4 because I got simple puzzle idea. So my goal was to test UE4 browser limits, not to actually make a good jam entry.
My current entry would benefit from actual levels, because what I presented was just a tutorial.
Then, browser requirements limit significantly the use of 3D assets, so I didn't bother to use them at all aside what was in the starter template. I did want to use Khaimera...
I will add planned 2 more levels and work further on the game, because it ended up to go very smoothly with UE4, so I should get back to the idea of using it.
All my titles had videos, but browser games surely were played more regardless. Browser game in UE4 got additional interest because people are surprised UE had this options or whatever.
This time, compared to most of the games I made so far (aside first jam), I completely skipped story part.
I also added new mechanic and it was thankfully very easy to do, portals.
I made ambience music too low so people missed there was any..
And tutorial level was too short to be a level, yet people still suggested me to have a tutorial level? lmao
Post-processing effects commonly used in game visuals, such as using radial blur to enhance the sense of impact, having energy flow along th
This pack includes a small collection of premium animations featuring dramatic deaths. >> CLICK HERE TO WATCH ALL THE ANIMATIONS! <
Preview VideoDocumentationProduction DescriptionMotorcycle Interaction Animset brings your riders to life with a powerhouse collection of hi
FAB freebies
"Staircase, floor, can be disassembled"
楼梯,楼层,可拆分,简单的楼梯,植物可去掉
Not perfect, but somewhat fits for my jack project
Superman / angel
This pack was created using blender| preview linkhttps://youtu.be/xmpvNTRimME■ Contact / Feedback Formhttps://docs.google.com/forms/d/e/1FAI
very neat
very basic wings with animation
poses for hovering and flying (can be potentially used for swimming etc)
Old selfie light study
27.12.2025
UE freebie: GASP_ADDONS
some elements of anim project
GASP_ADDONS is a free project that I created as part of my learning journey in game development . As I learned more about game development,
flying, swimming with getting out of water
space for jumping over or parkour at walls
block height can be adjusted similar to supergrid freebie
can ride motobike and car
flying looks similar to surfng, snowboarding or Alladin on carpet
UE freebie: Visual Sandbox
Interesting template free on fab. It has quite a lot of stuff for a basic shooter + cars & driving.
VideoDemoDocumentationChangelogDiscord ServerUpdate HistoryVersion: 1.4 (Aug 7, 2025)Item Storage SystemFramework Structure ChangesNew Funct
when you die on first level, all the items drop as well:
the shooting level with cars: similar to project zomboid, the body stays on the map, you start with a new body.
Metahuman OC: Jake update,
UE5.7
My oc i used for OutOfControl and as a dummy for other jam games. Adjusted his face more to his 2d concept design.
He's based on the earliest Metahuman, the ones done from scratch in 5.7 look less "metahuman"-like. Still need to add custom hair etc. New UE version also allows some body updates, so he is another step closer to the design. And I also could color his eyes now the correct shade.
original vs update:
however there's some weird issue in animation test...
wtf are those fingers lmao
aniway, it is surely easier to just build a character from scratch in blender or something, but I'm not into learning blender any time soon, so I keep lazying around around the obvious solution.
I did like how few of my other ocs looked very close to their design with metahuman, while being realistic instead is stylized versions of themselves. Not sure which way will it go by the end of it, I should concentrate on the gameplay regardless.
UE5.7: Intro tutorial project
There are some nice upgrades:
launcher for 5.7 itself is different from usual
there's an Intro project you can start with (for newbies) that has:
some basic things explained
elements you can use in own projects instead of making from scratch
save system
first pov integrated into a 3d character
cutscene, particles, shortcuts mentioned yadayada
a ton of things people made tutorials for.
animated spline path you can use for your own game tutorial i guess
my favorite: a parallax effect I've been wanting to learn how to do is randomly here:
The project itself is just 400mb, worth to play around with or use as a basic template.
The way this project is running and both adjusting to editor is peculiar as well. Something to check
Asset notes: Dark Ruins Megascans Sample
Currently free for everyone sample.
Was planning to use it for recent jam I did, but it didn't pan out this way.
It does suit the jam idea, but also my older game for me as a reference or template for environment design. I happen to have a hard time translating my environment idea in to a 3d space because despite all my art experience, i never gave much time to the backgrounds etc. It is also easy to skip because my laptop lags more than i hoped when working with detailed assets.
Explore a world of shadows and secrets. Unleash your inner world builder with this ‘Dark Ruins Megascans Sample’ - a free downloadable
Anyway, it looks quite cinematic and has some special effects. Can be a good test for implementing all character movements.
I can steal global lighting and mist into other projects. no light:
It's a huuuuge map. In places it reminds me of resident evil revelations and overall it is a spooky lara croft environment. It's enough for one game or major chunk of it (think in RE$ island area versus later getting to military base).
I added 3dPOV template to the sample, seems like collision everywhere except water works fine. so it's a good reference to check settings here to figure out own projects (because i had issues with my jam game there).
it even sees properly each ladder step. I put player start is on the beach.
Not sure yet why the asset has 4.4/5 voting... It looks very pretty and realistic.
some areas are actually blocked from walking into (or the collission is too high on assets and you stand above these areas), and also there are "out of bonds" spaces *u can get into those tho)
spooky
TVgirl v0.0 brainstorm a - old concept details
So, another game jam entry I'm working on, this one is for gd.tv Halloween jam 2025.
There was no need for much brainstorming. The theme happened to be exactly like one of my old draft ideas, with some extra features based on the additional theme.
I don't recall what came first, but here's my sketch from 2017. It was based on a dream, as usual, if i recall right. Plus somewhat inspired by an old USSR cartoon Karlsson:
(I also did a mini cosplay at some point)
Those 2 weren't related on purpose, it just hit me later that I saw a tv girl (not sadako) somewhere before. Mine is fully grey character and later i tried to make her in 3d. i also did quick vroid version in 2022, because it stylistically fits better than realism:
She's a mix of Eris and sirens from Sinbad: Legend of the Seven Seas & silver surfer from fantastic four (rise of silver surfer). Her body is fully grey/white tv noise like.
trying to figure out if i'm doing the jams together, separately or not at all.
Updated location for Out of Control (instead of sleeping), both as a building and stuff in first 2 floors we player can see.
It is super rough and mindless assets usage now, I'll do a proper model later.
to add (mostly interaction):
doors: automatic, keycard, regular
elevators?
lockers/shelves
other levels (lower levers - hide from SWAT group)
cutscene: look into keyhole (the closest guard is zombified attacker)
get off handcuffs
go into the glass room - contact handler (1st message is from them)
keycards don't work - find a way to override. soem doors should be open.
basically, a bunch of puzzles and find objects, same as re.
VF challenge analysis
So, I didn't participate this time, but the results made me realize yet again recently, that my skill is growing, because I can see instantly how things were done on the technical side. The bottom top 10 places didn't wow me much and made me think "i can do it too". It makes sense that short time contests have a ceiling for production level, but also I understand now that I passed the "total newbie" and now have very solid basics of understanding Unreal Engine and related tools. The beginner phrase can last a long time until it finally clicks, and in that period the creative tool options feel too abstract to understand how you specifically can utilize them, especially on your own. Now I don't have this mind boggling feeling and it shows in the way I see works of others, and how I view what is achievable in the short time of setting some goal.
From winners, the 3th place shows Metahuman early version, before Unreal Engine 5.6. It is very easy to see when those models used because they have a very distinctive general look. The newer version is more flexible. Despite it, a properly done facial animation made those models seem endearing and the questionable and limiting 3d model wasn't as important to the eye by the end of the movie.
Also, you can really name every single asset on the market if you use 3d tools long enough. They can be totally wow realistic, but still easily recognizable. Not saying doing from scratch is better, but that as a creator it throws out of the immersion at times, even if the used asset is a masterpiece. It's just like seeing Eifel tower in Tokyo/Las Vegas or something. So, logically, to the person outside the professional field, a lot of works will be more impressive than they can be to a specialist. something to remember to not try to set own bar extremely high due to perfectionism.
it is very clear when the work is done by a senior professional, the jump in overall quality and fluidity of everything is quite significant in comparison to other entries. As the quote goes:
"Perfection is achieved, not when there is nothing to add, but when there is nothing left to take away" Antoine de Saint-Exupéry
This is what sets apart the level of the creators, you don't notice mistakes, it's all works together smoothly.
1 prize winner had the somewhat uncanny valley going on in terms of the model. It was both old school feeling and "that's not very realistic". It made it work due to story telling and overall vibe of the environment, even if rubbery fingers definitely stand out (same as Silent Hill 2 remake). The storytelling yet again shows to be the more important thing and why retro style games (think ps2 & demakes) can have higher potential success than a realistic game with average story and slight uncanny valley effect.
The 3d character was stylized quite well because I couldn't easilytell if it was the older Metahuman or not until later (it was). The smaller body from the original choices made the character look more as a teenager, which was refreshing in comparison to other entries and Metahuman current usage in general.
I agree with the winners, the places make sense. Would be nice to see all the entries though.
To sum up:
good animation is more important than the 3d model quality for both realism and immersion
people are thirsty for a cute romance and the overall media market doesn't provide enough of that, so a love story stands out by itself
small team should weigh importance of their assets to both not overcomplicate their process by trying to use only top notch stuff & to mix marketplace stuff more flexibly to hide it's premade stuff (tricky balance, eh)
writing/storytelling is still the most important part. anything else can be omitted or half-assed, but when writing is bad, it breaks the concept.
modern media made us forget how teenagers actually look due to casting being close to 30s as a rule, so a visually teen character stood out.
also, got reminded of HTC Vive headsets thanks to this video, gotta research.
And, the contest creator in question just shared a freebie to make in-car videos:
Finally updated my website from ~2021 needs.
Before/after:
It used to be a landing page for my full stack dev cv. It had:
* web dev examples
* The menu was just skipping through landing page parts, neat but not needed currently.
Now (wip):
* menu copies (for now) "all my links" page
* Small user card shows main tools i use instead of programming related websites with portfolio examples
Still, the issue with "out of bonds" is still here.
Under about there will be new parts:
* Game projects worth mentioning
* Yourube/soundcloud/fab 3d viewer etc, idk yet
* Art slideshow or smth
* Browser games from old cv
I want to add devlog feed or ig etc, doesn't matter now.
What i wanted is to make my own domain into an enchansed version of all my links.
I'll edit tomorrow a bit more to make it look finished, even if super basic. My itch.io is currently somewhat a rough idea of what i want to showcase and how to organise my projects and relevant works. I'll add:
* some games
* art or characters
* maybe gifs or videos
* update background pics
There were some other ideas like making into color hovered over buttons, but it doesn't matter for now.
00.brainstorm: on music and sound
An important point I kept skimming through or totally skipping in my previous entries for one reason or another.
voice over will require a separate day
can prepare some basic voice overs, if i use the rough idea
insert a placeholder audio for everything that i can later voice over.
I have freebies:
super cool horror related sounds (zombie bones etc)
ambiet music
some menu music i can choose from
couple of my own tracks:
neutral long (7-15min( coconut rain (2 versions)
ambient horror water-based for hounted ship smth
The last can be the game idfea i can use as a base fully, but I need to check if parts are separated. It can be turned into 3d sound or used as one endless sountrack. ^If this old idea fits the theme that will be announced, it can be a very strong base because a lot of moments were already heavily brainstormed, while still being super vague to bend the rough idea (more like a vibe than actual game idea) into anything I may need. I think I'm gonna go with this from now on without any further thinking. This allows me to think aobut possible characters and perhaps prepare them prior.
So when the theme drops, my main task will be to write a story for the location and abstract enemies, + my main character that I will choose from my original characters (because they exist in a multiverse and can be anywhere lmao).
Rules state the fun criteria and my idea was to use possibly a cat creature for it. I either need to prepare a full 3d model myself or use 3d models i already have (the cute one i already used previously needs to be fully rigged).
Alternatively I can use my metahumans, but they need cooler clothes.
I think having a cute cat and an abstract dementor-like enemy in a misty setting could be a nice base, but i have 2 weeks to think it over.
00.brainstorm: practical first steps
Attached image showcases my early brainstorming sessions when I decide if I'm doing the jam or not before the jam starts. Left column is for 14 days before the jam starts, when I can prepare placeholder template, find generic assets and roughly plan what type of game I can do with my current knowledge, so working once the theme announced will be much easier. By the rules of this jam, it is allowed to prepare stuff before jam, but you need to note these things when submitting.
On 20th I have an event, so I lose a day here.
24th is the last day, so it is naturally a day to wrap up.
template think-over:
gamekit templates for the jam - pretty sure they are outdated and that my go-to template is better suited for my own usercase
check my current projects because some stuff is broken
Jack: test adding cutscenes and how much it enchances the gameplay (can be a lazy crutch for storytelling and combat to gloss over my lack of technical knowledge)
As it went in other times, I have:
1 day to think aobut the theme
4 full days to work on the idea (make a map, set atmosphere, implement gameplay, insert story pop-ups)
*2-3 days to troubleshoot and package
Version/pov choice:
UE4.27/5.6? 2d/3d? VR? 1POV/3POV?
I never properly worked with 4.27 so it's too much new info. The only real pro of this is just browser gaming, nothing else, especially because i don't work in 2d yet. Unless i wanna go for 2d prize, and i don't. So, dismissed.
I never worked with vr so testing for cardboard game is high risk but can be a high reward situation. It also affects building the template, so this 📌 should be decided early. Once i'm done with inicial planning, concentrate on testing android VR cardboard setup (uses VRidge, SteamVR and a phone).
Using 3d template for custom 1pov is probably the best -no need for the character & more immersion. But limits storytelling and can affect combat etc animations negatively. If I figured out POV switch, it owuld be the perfect solution. *btw with current template there was some issue with turning animation or smth.
What can be prepared (not actual game related):
itch.io placeholder page (done) - overlooked point some people waste time on at the last day instead of packaging their game properly, I've seen it irl in the jams, so I do it before jams.
not important, but i need to update my main website because it shows super old cv instead of my current gamedev stuff.
preparing template:
write down a list of assets i use
don't forget to insert my & UE logo video (looks cool when loading lol)
can do custom steps
can edit audio in animations
should to edit E pop-up UI
safe zones - green area for enemy interaction used to get errors in previous UE versions, pay attention to that
insert menu music, ambient locaiton stuff, all the basic sounds like finish level and buttons
i still didn't add an instructions pop-up/pause menu thing
check for walls/bounds. i have an issue when character sees a bit through the walls etc
think of a video gameplay recording that will be done. This helps with pinning down the aestetics & remembering to view the project from gamer's pov instead of my own wants as a dev.
To learn:
I NEED a cutscene
single 4 channel texture map - whatever exactly it means lol
how to make a specific atmosphere for the sky because i never can seem to pin down the idea i have in my head. maybe it requires vfx or smth
Epic MegaJam pre-plan
A game jam from 2025-10-16 to 2025-11-27 hosted by Unreal Engine. Get ready to celebrate the tenth anniversary of MegaJam with the 2025 Epic
Requirements I need to remember:
All art assets in the game must have a material other than "DefaultMaterial" applied to it.
List any content that was created before the jam that was included in the final submission
Submissions must include a link to gameplay footage (between 30-60 seconds) demonstrating recorded gameplay (will be included in their livestream)
Judging
Qualified Submissions will be reviewed and scored (1-5 point scale) by a panel of qualified judges, according to the following criteria:
Unique Use of Contest Theme (Up to 5 points)
Cannot work on it before the start, only roughly plan the genre and mechanics
Fun Factor (Up to 5 points)
idk, I guess i could go with a silly cat game with violent/horror undertones?
Visuals (Up to 5 points)
make a very simple design. either make a good sky or completely eliminate an option to see outside. Good lighting is the key.
Level Design (Up to 5 points)
Roughly, that isn't a problem to me except weird issues with character versus wall bounds.
Audio (Up to 5 points)
Can fully preplan and prepare generic assets and insert into a template (steps, menu music, location/bg/ambient music, generic custom voiceover etc)
Gameplay (Up to 5 points)
The best I can do so far is hit enemies, safe zones, storytelling pop-ups. It is kinda enough, eh. I think the key here will be coming up with a good idea and a story to fit into the time frame for the contest with my basic skills.
Points based on the jam description for prizes, that I want to incorporate:
creative and effective use of hand-drawn, illustrated or painted visual elements
Idk about that one, but my recent experiments with green screen for a challenge i didn't participate in can come in handy.
immersive gameplay
Immersive games are video games that transport the player into an alternative world where techniques are used to make them feel more like the character they're playing. This is achieved through a combination of good game flow, fully developed storylines, and extreme realism made possible by cutting-edge graphics.
audio (music and sound)
That's my regular forgotten issue in other jams, partially because most of my games were in Twine and adding music there creates loop issue. I already tried new things in my prototypes recently, so would be nice to add some custom sounds.
original voice acting
XR/VR game
I did try to test Vr cardboard recently, if I figure out that I may try to do a VR game.
stunning photoreal graphics
Mhm, i love realism but my prototype will be probably too slow for this
using only a single, 4 channel texture map
Genuinely no idea what it means, but using only 1 texture will simplify the process
Overall it would be funny and ridiculous if I manage to do a good entry and actually win something, because my prototypes are basic af, even if slightly better than before and that I do have some solid basics nowadays.