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52 total results found

Coding Style

BUGJam Coding Standards

Every developer has opinions about the way they want their code to look: tabs vs spaces, single quotes vs double quotes, 80 char line length vs 120. Languages often provide guides on how you're meant to style your code.  Python has "PEP 8" and GDScript has a s...

Bad Diff vs Good Diff

BUGJam Coding Standards

Bad Diff Here's an example of a diff that contains style changes at the same time as a functional change. Can you find the needle in the haystack: Good luck finding what changed. Could you approve that code review saying you understand what happened with a...

Art Asset - Overview / Guidelines

BUGJam Art Asset Workflow

What is an Asset? In a production pipeline, (both animated films and video games), art assets are finished pieces that are ready to be used in a scene. Creating an asset is more than making a model and submitting a .blend file. A completed asset involves all ...

Schedule

BUGJam

Specific tasks and deliverables will be managed at https://tasks.bugjam.dev/ Check out the meeting recordings here: https://docs.bugjam.dev/books/bugjam/page/meeting-recordings Key dates: Week 1: Pre-February 12th: Event signup - Please try to get signe...

Themes

BUGJam Pitching Your Game

Please comment below what your theme idea is!

Git Overview

BUGJam Working with Git (Version Control)

All professionally managed projects require some kind of version control system.This type of software goes by several names: Version Control System (VCS) / "Version Control" Source Code Management (SCM) / "Source Control" We'll stick to the name "Versio...

Git Terms

BUGJam Working with Git (Version Control)

Repository / "Repo" A repository is the what Git uses to manage projects. Every version of every file, every change, every diff, every reference log, every blob, is all stored in the repository. You can think of it as the thing that contains the entire projec...

Tutorials

BUGJam Working with Git (Version Control)

Overview of Git: How to clone the repositories:

Asset Creation - Part 1: Block Mesh

BUGJam Art Asset Workflow

The purpose of the block mesh is to spend less than 15 minutes to create an extremely rough block out version of the model that can be  used as a stand-in version of the asset. This allows us to get an early version in the game asap so that the level designers...

Asset Creation - Part 3: High Resolution Mesh

BUGJam Art Asset Workflow

Once the block mesh plus has been approved, it's time to refine it into a high quality high resolution mesh. There are multiple ways to do this depending on the asset you're trying to make: hard surface models tend to rely on subdivision surface workflows and ...

Asset Creation - Part 4: Low Resolution / Game-Ready Mesh

BUGJam Art Asset Workflow

Since the high resolution mesh often has hundreds of thousands, if not millions of polygons, it can't be used in-game. We need to create a low-resolution version of the mesh. Usually the involves re-topology, but we can usually get a good start by copying the ...

Asset Creation - Part 5: Baking Mesh Maps

BUGJam Art Asset Workflow

For the materials we will extract information from the high resolution model and apply it to the low resolution model. This information can be used to mix materials and make the assets look professional. Goals Bake mesh maps from the high poly to the low poly...

Naming Conventions

BUGJam Art Asset Workflow

All art files should use `snake_case`: all lower case letters, with underscores to separate words. Exceptions:* It's okay to leave reference images with their default name, just keep them in the `reference` folder next to the asset. All content within a .ble...

Meeting recordings

BUGJam

02/12/2026 Kickoff Setting up SourceGit and cloning the repositories 02/13/2026 Game pitches 02/15/2026 Pipeline meeting Art assets meeting Block Mesh Demo Impromptu Design Meeting 02/17/2026 Code and In-game Content Kickoff 02/19/2026 Weekly Check-in ...

Scale and Proportions

BUGJam Art

We will be working with standard Blender units aka meters. One meter is one Blender unit. One meter is also 100cm, so working from measurements like the ones attached is easier than it seems if you're used to imperial!  For scale, please also utilize a ...

Working with PureRef

BUGJam Working with Git (Version Control)

PureRef produces .pur files. These contain image galleries / mood boards full of reference images and concept art. Optimization - Use linked images, not embedded   Images are large files, often around 500 KB  - 10 MB each. If you add 200 images to your Pure...