We recently made a charity jam game called Low-Light Combat. In this jam, I wanted to try cutting out the most time-consuming steps of the traditional art asset workflow, to see if it would make any real difference in the final product.
Because there were a lot of textured 3D models, I spent the majority of my time editing UV texture coordinates. This allowed me to discover which UV techniques are most efficient for different models, or even parts of a model, and become comfortable switching fluently between them.
Be sure to watch it in HD!
It was a lot of fun to execute these assets because they were so typical -- usually I actively avoid making anything I've seen before in games. However, on some level, it's hard not to enjoy making spaceships, laser-guns and cyberninjas! Even time-honored cliché game fixtures like barrels and crates are gratifying to make because it's so easy, and they can be used to fill up large sections of a level.
A lot of people have asked why we spent that week on this charity game jam instead of Overgrowth. I had not planned to do any jam projects this year, but Mojam was an amazing experience last year, and it was an honor to be one of the few helping Mojang raise money for charity, so we could not really pass up the opportunity to do it again. I would like to thank everyone who watched my Mojam stream; hopefully we will get to play a match together in LLC soon!
If you've preordered Overgrowth, or donated to Mojam 2, then you already have access to the game on your purchase page. If you don't have your purchase email anymore, you can retrieve it using the key resender. Otherwise, for a $5 donation to charity here, you can get Low Light Combat and a couple extra keys so you can play with your friends.