Project

Serial Deminer ArtCenter 2024 Fall Game Jam project

Production Context

Jam And Team

For the ArtCenter 2024 Fall Game Jam, I led a six-person team on Serial Deminer and handled the Unity programming.

That scope explains the game's sharp focus. Instead of overreaching, I pushed for a compact loop with clear stakes, readable tools, and a clean division of creative responsibilities across design, art, level work, sound, and narrative.

Jam Snapshot

Why The Production Context Matters

The jam scope shows in the final game. It centers one strong interaction loop instead of spreading itself thin across too many features.

48 Hours Fast iteration and ruthless scope discipline shaped the build.
6 Team Members The role map covers design, art, sound, level work, programming, and narrative.
Sole Unity Programmer I handled the implementation leadership for the playable build.
Released Build I shipped the project publicly on itch instead of leaving it as an internal jam prototype.

Team Deminer

Contributors And Roles

Bowen Shi
Team Leader / Programmer / Game Designer
Max Wang
3D Artist / 2D Artist / Level Designer
Alina Yue
2D Artist / UI Designer
Red Wang
Level Designer / Game Designer
Bedi Ruan
Level Designer / Game Designer / Sound Designer / Voice Actor
Arthur Liu
Narrative Designer

Role Read

What The Team Composition Suggests

The team breakdown shows a clean jam pattern: one implementation lead, strong environment and UI coverage, multiple contributors shaping level flow, and dedicated narrative-plus-audio support.

Implementation Core

My credit line as team leader, programmer, and game designer reflects how much of the playable loop and final integration I was carrying during the jam.

Spatial Design Support

Level design appears across multiple team members, which fits a game where route legibility and mine placement are a big part of the experience.

Presentation Coverage

Dedicated art, UI, sound, and narrative support give the game a finished feel instead of leaving it as a bare mechanics test.