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Game Prototyping & Systems · Shipping a Game

Game jams

Reading51mLesson 1 of 3 in this module

Scope a 48-hour jam game around one core mechanic, plan the hours, and cut features before they cut you.

Why this matters

A game jam is an event where people make a game in a fixed, short time, usually around a theme announced at the start. Ludum Dare (48-hour solo and 72-hour team formats), Global Game Jam (a weekend, often at local sites) and the hundreds of online jams listed on itch.io are the best-known. For an aspiring designer, jams are the fastest way to build a portfolio of finished games, practise scoping, and meet collaborators. Many studios read jam entries when hiring, because a small finished game shows more than a large unfinished one.

The real skill is scope

Almost every failed jam game fails the same way: too big. The idea is fine; the plan assumes everything will work first time. Experienced jammers design for about a third of the time they have, because the rest disappears into bugs, art, sound, menus, building and uploading.

Start from one sentence:

"You are a lighthouse keeper who rotates the beam to guide boats past rocks."

That sentence is the core mechanic. If a feature does not make that mechanic more interesting, it waits.

A 48-hour plan

hoursgoal
0–2Read the theme, brainstorm 10 ideas, pick one by "can I prototype the core in 4 hours?"
2–8Core mechanic playable with boxes and no art. Playtest it yourself.
8–10Decide: is it fun? If not, change the idea now, not on Sunday.
10–24Goal, fail state, restart (the state machine from module 2), a few levels or a scaling difficulty. Sleep.
24–36Art pass, sound effects, juice (screen shake, particles), title and game-over screens.
36–42Feature freeze. Fix bugs, tune with friends, write instructions on the start screen.
42–48Build, upload, test the uploaded build, write the page. Submit early.

Sleep is in the plan on purpose. Tired developers write bugs that cost more time than they save.

Must, should, could

Write every feature on a list and sort it:

  • Must: without it there is no game (move, the core mechanic, lose, restart).
  • Should: makes it much better (three levels, sound, a score).
  • Could: nice if time allows (leaderboard, story intro, extra enemy type).

Build all the musts before any should. When you fall behind (you will), cut from the bottom. A story intro is never worth a broken core loop.

Worked example: cutting a plan

Theme: "Deeper and deeper". First idea: a submarine game with an upgrade shop, five biomes, a boss and a crafting system. Applying the rules:

  • Core sentence: "Steer a falling submarine between hazards as it speeds up."
  • Must: steering, hazards, speed increasing with depth, collision, depth score, restart.
  • Should: two hazard types, sound, a high score in memory.
  • Could: one upgrade between runs, a second biome palette.
  • Cut entirely: crafting, boss, shop with many items.

The cut version reuses the AABB collision, game loop and state machine you already wrote and is realistic for one person in 48 hours.

Working in a team

  • Agree on the engine and version before the jam starts.
  • Use version control from the first hour; decide who owns which files or scenes to avoid merge conflicts.
  • Artists and musicians need specifications early: sizes, palette, file formats, how many animations.
  • Hold a five-minute check-in every few hours: what is done, what is blocked, what is being cut.

Rules and etiquette

Each jam has rules about what you may use (pre-made assets, existing code, AI-generated content) and when the theme may be used. Read them on the official page before you start; they differ between events. Credit every asset you did not make, with its licence. Rate and comment on other entries: jam communities run on feedback, and playing others' games is one of the best ways to learn.

Common mistakes

  • Starting with menus and art instead of the core mechanic.
  • No fail state or restart, so testers play once and stop.
  • Testing only in the editor and discovering the web build is broken at hour 47.
  • Adding features after the freeze.
  • Skipping sleep and food.

Quick recap

  • Pick an idea whose core can be playable in about four hours.
  • Plan for a third of the time; freeze features well before the end.
  • Sort features into must, should and could, and cut from the bottom.
  • Build and upload early, and test the uploaded version.
  • Read the jam rules and credit every asset.

Try it

Open the Do tab to scope your own 48-hour jam game on paper.

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