Critical game team project · sole programming role

Click, Call, Chaos

A short satirical narrative simulation about organising a cultural event through emails, calls, taskboards, calendars, and public bureaucracy.

My role
Sole Programmer
Context
Team Project · Sole Programmer · three-person team
Period
2025
Status
Playable Windows prototype
  • Unity
  • C#
  • Interface-driven gameplay
Click, Call, Chaos typographic project cover
Cover art from the team’s itch.io prototype page.

01 · Overview

Project overview

Click, Call, Chaos uses deliberately inefficient administrative interactions to communicate the emotional and systemic impact of public bureaucracy on cultural organisers.

I was the Sole Programmer and implemented all game code. Other team members provided the visual assets and narrative script. I did not write the script.

02 · My role

What I built

  • Implemented all game code and integrated the project’s visual assets and narrative script, which were created by other team members.
  • Programmed email composition, sending and response templates, scheduled phone calls, conversations, taskboard state, and the calendar and skip-day flow.
  • Structured tasks, emails, and calls through ScriptableObject data.

Project scope

Project-wide capabilities

  • Email, phone, taskboard, and calendar interactions inside a short narrative simulation.
  • A roughly 20–30 minute Windows prototype focused on critical and political game design.

Team context

Credits and team roles

Project roles and team-created work are listed alongside my individual contribution.

  • Role: Sole Programmer. I implemented all game code.
  • Other team members created the visual assets and narrative script.

03 · Delivery notes

Decisions, constraints, and reflection

A concise summary of the project’s decisions, constraints, testing, outcome, and next steps.

Design decision

Friction as the mechanic

Slow replies, repeated requests, and administrative tools carry the critical argument through interaction.

Constraint and response

Coordinating emails, calls, tasks, and calendar progression within one administrative interface.

Implemented connected interface states and ScriptableObject data for tasks, emails, and scheduled calls.

Testing and outcome

  • The team published a playable Windows prototype. Its public page identifies remaining polish work.

The team published a downloadable critical-game prototype and clearly stated its unfinished status and design intent.

Reflection and next step

  • Interface rules and pacing can carry a critical argument without relying only on explanatory text.
  • Document the programming structure and add a concise implementation breakdown.

04 · Project media

Related work

The Choice cover art showing its central pixel-art character

The Choice

Three-person team projectReleased Windows build

A released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

Role
Narrative Designer
Built
Designed narrative content and progression for the team-developed interactive-fiction project.
  • Unity
  • Narrative design
  • Interactive fiction