Bubble Thoughts is a 2D narrative-focused typing game created during Global Game Jam 2025 in response to the theme “Bubble.” Rather than interpreting the theme literally, the team explored thought bubbles — the fleeting, fragmented nature of internal dialogue during moments of reflection.
The project was built in Godot, an engine none of the team had prior experience with, and developed within a strict 3-day game jam timeline.
My role combined technical art and gameplay implementation, with an emphasis on:
Given the compressed timeline, my priority was to establish clear visual structure early, allowing the team to iterate on content without reworking core layouts.
We began with quick concept sketches to define the game’s visual language — soft shapes, layered text, and floating elements that mirrored drifting thoughts.
These sketches served as a visual anchor, guiding:
With no prior experience in Godot, every task — from UI anchoring to asset scaling — required experimentation. Unlike longer projects, there was no time to build robust tools or frameworks upfront.
I relied on transferable engine-agnostic principles:
I rapidly tested Godot’s UI and scene system, iterating through multiple approaches until we arrived at solutions that were stable, readable, and quick to adjust as assets evolved.
As art assets were produced in parallel, I focused on:
This approach allowed the visuals to feel intentional and cohesive despite being assembled under severe time constraints.
Bubble Thoughts highlighted the importance of adaptability as a technical artist — the ability to move quickly, apply fundamental principles across unfamiliar tools, and make confident decisions under pressure.
Rather than mastering Godot exhaustively, my focus was on identifying what was essential, implementing it cleanly, and ensuring the team could deliver a complete, emotionally cohesive experience within an extremely limited timeframe.