Pequeños Hábitos

About the project
This videogame was created for the GameGen Game Jam organized by Virtual Soul.
We were provided with two themes that we had to incorporate into the game: "Loops" and "Breaking the 4th
wall". We incorporated these motifs
in a videogame that explores the repeating monotony of daily life while making the player aware of the
fact that they are playing a videogame.
Roles & Responsibilities
UX Design, UI Art, 2D Art and UI Implementation
Timeline
6 days
Challenges
- First time-constrained game development, and therefore learning to prioritize, iterate quickly and make creative decisions under pressure.
- Learning the fundamentals of pixel art to contribute original assets and UI elements.
- Translating gameplay mechanics into intuitive interfaces while considering player behaviour and clarity.
- Learning how to communicate ideas and feedback effectively within a multidisciplinary team.
Tools
Aseprite, Unity, Medibang Paint
UX Design
Due to time constraints, wireframes were created to help the team conceptualize the game's visual style and user experience.
I also planned and created a storyboard for the final cut scenes which could not be completed because of the deadline.
UI Art
The elements of the UI were designed with a strong emphasis on pixel art principles: maintaining readability at low resolutions, consistent iconography, and clear visual hierarchy.
2D Art
I was also responsible for designing the main character, opting for a deliberately simple figure with minimal defining features to reflect the game's themes of everyday monotony and universality. Although this concept was later replaced by a more cartoonish version created by another team artist, it served as an early foundation for the character's role and tone.
UI Implementation
As part of the UX/UI integration process, I programmed the in-game interface elements in Unity, including the start and pause menus.
Outcomes
- Participated in my first game jam, creating a platformer under a strict five-day deadline.
- Released a playable build on itch.io as part of the GameGen Game Jam.
- Worked with a multidisciplinary team, contributing to pixel art and UI design, scoring the second best place in the art category of the jam.
- Faced challenges due to our overly ambitious scope, which impacted our ability to polish and test all features before the deadline.
- The final UI implementation differed from my original designs, as there was no time for proper integration or user testing.
- Learned valuable lessons in scoping, time management, and the importance of early UX validation in game development.