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.
Team Deminer
Contributors And Roles
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.
Project Links
Where The Work Lives
Playable Build
The released Windows version is hosted on itch.io.
Website Link
I also keep the project linked with the rest of my site.
Jam Context
I released the project as a submission to the ArtCenter 2024 Fall Game Jam.