Bizarre Bazaar!
This gameplay was recorded on a laptop without a dedicated graphics card, running at around 15–30 FPS.
Please Pull the GitHub if you would like any of the latest changes made on main.
You should be able to load up the unity project and create the build from there as we have saved the build settings. Feel free to play it in unity just be aware there will be worse performance playing in editor
There is less bugs in the GitHub Version.
Welcome to Bizarre Bazaar!
Bizarre Bazaar is a game created for Global Game Jam 2026.
The project was developed by a team of seven people. Six of us were university students and friends, while the seventh team member joined us through the Cardiff Met and GameDev Cardiff Global Game Jam social event.
Our seventh team member created the sound effects and music for the game, while the rest of the team worked on the programming, gameplay, and visuals.
My Roles
For this project, I contributed to the technical and design side of the game. I worked on gameplay-related systems, helped with implementation, and supported the team during development.
My work included:
Helping develop gameplay features and mechanics
Supporting the implementation of visual and audio elements
Working with the team to test and improve the game
Helping solve issues during the game jam
Contributing to the overall design and feel of the game
This project gave me more experience working under time pressure, communicating with a team, and building a playable game within a short development window.
AI
I created a wandering AI system where characters choose a random point within a set radius and use the navigation mesh to move there. This allows them to navigate around buildings and through alleyways using the quickest available route.
If an AI cannot reach its target in time, it gives up and selects a new destination. The timeout value can be adjusted in the editor.
The system was optimised to support around 500 walking AI characters in-game, although lower-end PCs may struggle to maintain a consistent 60 FPS at that scale
Ambient Noise System
I used Unity’s Cinemachine Dolly system to create an ambient audio system around the market. Instead of using the dolly for cinematics, I placed it on a path around the market so the audio could follow the player’s position inside and outside the area.
When the player is outside the market, they can hear quiet NPC chatter from inside. The closer the player gets to the market, the louder the ambient crowd noise becomes, helping the area feel more alive and immersive.
Game Audio & Music Implementation
I implemented player footstep audio based on movement speed, so faster movement creates more frequent footstep sounds. This helped make player movement feel more responsive and connected to the gameplay.
I also created a music fading system that allows background music to smoothly fade between scenes. The system can also change tracks during gameplay, fading between songs without sudden audio cuts.