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?
  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. Which game you've decided to remake.
  2. What is the simplest first thing you can build?
  3. What are the main technical challenges? Which Unity components help?
  4. What don't you know how to do yet, and how will you research it?

Both tracks — Day 2

Delivery

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

For the Prototype Jam folks: Ideally, have another student play it — even if it's very easy. Watching someone else interact with your mechanic for 60 seconds will teach you more than another hour of building alone.

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

Ideally, the core loop of the game you're remaking is 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