Global Game Jam 2026


A look into the production of Face To Face

Published on February 01, 2026 by Benjamin Palmieri

Game Jam

2 min READ

A dive into Face to Face, a game created for GGJ 2026:

Face to Face is a game I participated in developing for the 2026 Global Game Jam on my University’s campus. I worked on Face to Face with 3 of my friends. Here I will go into a little detail about what I helped with in the game jam.

3D Assets

Gameplay screenshot

My pipeline for the creature production was to
sculpt -> retopologize -> uv unwrap -> paint textures -> bake textures and normals -> create skeleton -> rig mesh -> animate skeleton
this allowed me to get a decent level of detail onto a mesh that could be animated


animations were done in blender


sculpting was done in blender


Expirementing with lighting in Godot


Programming

Most of my time for this game was spent on the creature and mask assets, but I also handled the programming behind interacting with the monster and the monster’s mood. There isn’t much behind the scenes that is interesting to talk about here, the monster has a mood variable that changes based on what the player uses when interacting with it and it also decays over time.

Gameplay screenshot

I think the most interesting thing about the programming is how the creature’s mood was implemented using a state machine. This made it super easy to know when to trigger animations when the creature picks up masks as its mood changes.

My Reflection

I participated in the game jam as a weekend jam, so I worked over a span of 48 hours to create this game with some of my friends. Coming up with an idea and bringing it fully to life in a few days is the coolest experience. The downside of such a quick turnover is that the final product ends up being janky in some areas and playtesting always brings up crazy or game breaking bugs. All in all a fun experience and a cool concept and I am happy with how it turned out.