Murmurations

gets it here

Murmurations is a game i worked on with some mutual developer friends, made in 10 days for the 2026 Atlantic Game Jam.

my personal contributions this time around were in a more supporting role; i did the character controller, menu code, and 3D graphical assets, such as the birds and floating terrain. i also did the cutscene animation at the end of the game, as well as some additional coding.

the lead programmer Aava took the charge on the Flock system and Chunk Spawning system, Lia did all the work on music and sound effects (plus the implementation of it), and Mina focused on shaders (the flapping animation for the birds was accomplished with the use of a shader). These people are incredibly talented and it wouldn’t have been possible without them.

going in, i didn’t expect that the team i was on would make something so atmospheric. even early on i knew we had a really intriguing concept. we had the idea of creating a game about gradually building community in a dreary world, and how difficult it can be at the start; this is reflected in the trial-and-error process of getting the first bird to join you at the start of the game.

i know it can be kinda divisive, but im sucker for the kind of storytelling where you provide a strong hook and a lot of little bits and pieces, but then let the audience try and make their own meaning on what it all means, instead of giving a lore dump or whatever. some may not like it, but i think its fun, almost like you’re prompting a conversation with the player, like you’re giving them a question and you get to see all the answers they come up with. i’m glad we didn’t include any giant walls of text or any form of exposition.

at the start of this all, i didn’t that we’d win best overall, but in hind-sight it makes so much sense; everyones contributions i think ended up creating something really intriguing and stunning in a lot of ways.

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