Description/Abstract/Artist Statement

Pint-Sized Advisories is a game inspired by Nintendo's WarioWare series made for the ODU Serious Games Jam of Spring 2025, where it won 2nd place out of 11 entries overall, winning first in the "Fun Factor" category, while tying for first in "Rhetoric" and "Theme". The game covers themes of environmental friendliness on an individual level: within the story, an organization is making "micro-PSAs" to hold the attention spans of teenagers. The player is required to complete each PSA (some task) before the viewer swipes away. These PSAs start short and only get shorter as the game progresses, requiring the player to execute quickly but carefully.

I, Bowman Eggleston, handled the programming, art, and music for the game, with extra music contributions and playtesting by Autumn Carey. As with all games in the jam, the game was fully designed, developed, and programmed in under 14 days, pushing the creative limits of what such a short time allows. Following this submission, we may further develop the game, but as it stands now, the current product is a testament to the creative potential of works created from limitations and constraints. The development of the game served as a learning opportunity for us, where we practiced time management and game development skills. Working under the limitations imposed by the game jam, including the time constraint and the requirement that the game be informational, was challenging but educational and exciting, and it was a great way to get experience as an aspiring game developer.

Presenting Author Name/s

Bowman Eggleston, Autumn Carey

Faculty Advisor/Mentor

Sean Fitzpatrick

Faculty Advisor/Mentor Department

Game Studies

College Affiliation

College of Sciences

Presentation Type

Art/Creative Work

Disciplines

Game Design

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Pint-Sized Advisories

Pint-Sized Advisories is a game inspired by Nintendo's WarioWare series made for the ODU Serious Games Jam of Spring 2025, where it won 2nd place out of 11 entries overall, winning first in the "Fun Factor" category, while tying for first in "Rhetoric" and "Theme". The game covers themes of environmental friendliness on an individual level: within the story, an organization is making "micro-PSAs" to hold the attention spans of teenagers. The player is required to complete each PSA (some task) before the viewer swipes away. These PSAs start short and only get shorter as the game progresses, requiring the player to execute quickly but carefully.

I, Bowman Eggleston, handled the programming, art, and music for the game, with extra music contributions and playtesting by Autumn Carey. As with all games in the jam, the game was fully designed, developed, and programmed in under 14 days, pushing the creative limits of what such a short time allows. Following this submission, we may further develop the game, but as it stands now, the current product is a testament to the creative potential of works created from limitations and constraints. The development of the game served as a learning opportunity for us, where we practiced time management and game development skills. Working under the limitations imposed by the game jam, including the time constraint and the requirement that the game be informational, was challenging but educational and exciting, and it was a great way to get experience as an aspiring game developer.