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Summary
Catea Party is a fall-themed cooking game developed for a game jam, Cozy Fall Jam 2022. I collaborated in a team of 4 as a lead UX and Interaction designer to develop a game in less than 72 hours.
Role

UX Design, Interaction Design, Project Manager, Story Writer

Team

Myself (UX/Interaction Designer)
Amie (Visual Designer)
Bethany (Developer)
Emma (Illustrator)

Results

200+ plays in first month

16th place in presentation

What is a game jam?What is a game jam?

A game jam is an event centered around game development, where participants gather in teams or by themselves to develop a game from scratch in a short timespan.

cozy fall jam bannerview game jam
Constraints
parsley

Time

Our team had 72-hours to develop a working prototype of the game.

sweet potato

Theme

Our ideas were limited to the theme of the game jam which were fall and “trading places.”

cream cheese

Zero experience

It was our first time participating in a game jam and making a game.

Ideation

Our team brainstormed ideas for a game we can develop that will be both fun and feasible in the time that we have. Here are final ideas that we decided to move forward with:

vanilla extract jar

Cooking and culture

When we think of a cozy fall, we are reminded of all the warm, yummy food we eat. We wanted to portray that sentiment in our game as well.

ham

Fall and catch game

Our game needed to be simple, yet entertaining. We decided to do a fall and catch type of game since it was feasible to develop, but fun to play.

whipped cream

Cute, 2D style

Our illustrator specialized in drawing in a cute, 2D art style. We wanted to play to our illustrator’s strengths and set the vibe to be a cute, 2D style.

screenshot of lilo and stitch game
Our inspiration comes from a game from our childhood — 625 Sandwich Stacker 😊
Storyboarding

I sketched out a storyboard to help us visualize the story and the flow of the game before I started doing flows and writing a script. Being able to visualize the game helped align our team on the structure of the game.

storyboard sketch
Task Flows

I mapped out a couple of task flows to help understand how the player will progress through the game and what screens will be necessary to design and develop. Here is the final task flow we settled on:

task flows
Wireframing

I turned our task flows into low fidelity wireframes to test different layout designs. The wireframes helped our developer code the basic functionality of the game, while we worked on higher fidelity assets. Below is a snippet of the wireframes I designed:

lo-fi wireframeslo-fi wireframeslo-fi wireframeslo-fi wireframeslo-fi wireframeslo-fi wireframes
Visual Design

I collaborated with our UI Designer and Illustrator to define the UI and style guide to be used in the game and handed off the the developer.

design system
Playtesting

I conducted live playtests with 3 players to gain insight on overall player experience, functionality, and any bugs/glitches that are present.

bread

Confusing button copy

button copy after image
Before
When players were asked to select a new recipe to cook, they did not know that “Quit” would take them back to the recipe selection screen.
button copy after image
After
To address this, I updated the button copy to make it more clear what action would be performed.
cheese

Expected keyboard input

keyboard input before image
Before
Because the game is played using keyboard inputs, players were confused when they couldn’t use their keyboard to choose a recipe.
keyboard input after image
After
To address this, I updated the interaction to include keyboard inputs to match the rest of the game.
mashed pumpkin jar

Missing ingredient list

ingredients before image
Before
Players did not know which ingredients they should be catching because our game did not list the ingredients for each recipe.
ingredients after image
After
To address this, I added an ingredient list at the bottom of the screen and an image of the recipe the player is cooking as a reminder.
Reflections
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Being mindful of scope and constraints

The scope of our project ended up being too large for the time we had. We were only able to finish developing about 70% of the game before the deadline. We learned to be more mindful of our time constraints in the future.

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Communication is key to remote collaboration

My teammates and I collaborated remotely over Discord. I learned that keeping my teammates updated on my progress was crucial to making sure we were all still aligned. My teammates and I gave regularly updates throughout the day and shared our progress.

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Learning about game development

This was my first ever game jam and first time ever developing a game. Developing a game is different than developing a product and it served as a great learning experience. I saw that there were some overlaps between game and product, and was able to transfer my skills over effectively.

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