3-Day Jam

Concept, prototype, polish.

Structure

The jam puts into practice everything discussed so far!

Day 1 Concept
Day 2 Prototype
Day 3 Polish

Day 1 — Decide what to make and plan how to make it.

Day 2 — Build the roughest possible working version. Start simple.

Day 3 — Add game feel and polish. Make the core action feel satisfying.

Two tracks

Pick the track that matches what you want to practice:

Prototype Jam — Design

Design and prototype your own interesting mechanic.

Remake Jam — Tech

Remake an existing game in Unity.

Prototype (Design) Remake (Tech)
Day 1 — Concept
Delivery A concept document about your core mechanic. A technical document outlining your remake plan.
Day 2 — Prototype
Delivery The simplest playable version of your core action.
Day 3 — Polish
Delivery A prototype that shows potential. The core mechanic is prototyped and could be expanded. The core loop of the original game, present and as polished as possible.

Prototype Jam — Day 1

Start by picking a verb from this list:

Easy — Strong physicality, obvious interactions
JumpThrowRollSlamSwingStackDigBounceStretchShrink/Grow
Medium — Require interpretation, less obvious mapping
LureEchoTetherOrbitSplitAbsorbMirrorDecayMagnetizeFold
Hard — Abstract, need creative grounding
ConvinceRememberDoubtInheritRhythmContaminateTranslateSacrificeHauntPromise

Then think: how could this verb be turned into a game mechanic? Your concept document must answer:

  1. Core mechanic — What is it? What is the main action? Does it create interesting scenarios? Can you define it practically? Is it expandable? What is the minimum unit of Play, here? As in - can you strip everything away but one small action? If so, what is it? Is it an action you can re-use many times to generate multiple scenarios? If you had to describe in three words what makes this action interesting in your game, what would they be?
  2. Multiplicative mechanics — Which mechanics would deepen the core action? These interact with your main mechanic in ways that make the player think about it differently. They don't need to be in the prototype, but they need to be in the document.
  3. Feeling — What feeling does this action create? How can game feel, polish, animation, and graphics strengthen it?
  4. First level sketch — One sketch of a very, very simple example level.
  5. Theme — Is there a theme? Does it reinforce the mechanic? How?

You don't need the document ready by 14:30 — finish it by end of day or start of the next. But you must have picked a mechanic by end of Day 1.

Remake Jam — Day 1

Prepare a short document (or just notes) outlining:

  1. What game have you decided to remake?
  2. What is the simplest first thing you can build? Make a layered plan for how to build this step by step. It's ok if you don't know exactly how yet! Just think about how to go up in complexity. Or, if you prefer, whether to tackle the most complex thing first.
  3. What are the main technical challenges? Which Unity components help? What scripts do you need to write yourself?
  4. How is the game flow handled? Is there a main class/script that's a manager and coordinates everything else?
  5. What don't you know how to do yet, and how will you research it?
  6. Look at the game. Does anything about building this scare you? If so, how can you simplify it? Is there a simpler way to build this? Something you can work around without losing the core of what the game's about?

Both tracks — Day 2

Prototype track

The simplest possible minimum action, playable It doesn't need to look good! It doesn't neeed to feel nice. it just needs to be playable.

You must have another student try what you're building. Watching someone else interact with your mechanic for 60 seconds will teach you more than another hour of building alone.

Remake track

Ideally, the core loop is already in place. If not the entire core loop, the main mechanics should work by the end of the day.

Day 3 — Delivery

Prototype track

A prototype interaction that shows potential. What matters is that the core mechanic is prototyped — something that could be expanded, that demonstrates an interesting idea. Add game feel and polish if time allows: screen shake, particles, sound, animation, timing.

Remake track

Today, the core loop must be present and as polished as possible. Get as close to the feel of the original as you can.

If you don't have a working version from Day 2, getting it playable is still your first priority. Polish whatever time allows after that.

AI Policy

Prototype track

The goal is designing mechanics and understanding interesting interactions.

✓ AI can write code for you

✗ AI must not design the game for you

Remake track

The goal is learning the Unity pipeline.

✓ AI can help brainstorm and explain

✗ AI writing your code is discouraged