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JellyCar was my first project using Microsoft’s XNA framework. First I created a simple “soft body physics” system, mostly as a personal experiment.
When it worked, I tried to come up with a game to use it, and a transforming car came to mind. The original PC version followed pretty quickly after developing a level editor, and learning a bit about shaders (used for the various full-screen effects in the game).
JellyCar (originally titled “JelloCar”) has proven to be my most popular game by far. After the App Store was created, I made a free port of the game on iOS, which I then later pitched internally at my work at Disney, and 2 sequels have followed on iOS, JellyCar 2 (made with my input by an external team) and JellyCar 3 (created by me as my first project in my new job working at Disney Mobile).