Call handling and game state

Click, Call, Chaos

Click, Call, Chaos is a short satirical simulation about organising a cultural event through emails, calls, taskboards, calendars, and public bureaucracy.

Role
Sole Programmer
Context
Three-person team project
Period
2025
Status
Playable Windows prototype
  • Unity
  • C#
  • Interface-driven gameplay
Click, Call, Chaos administrative interface gameplay
The interface-driven bureaucracy simulation in play.

Programming role

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.

Implemented systems

  • 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.

Design decisions

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

What was hard

Coordinating emails, calls, tasks, and calendar progression within one administrative interface.
Implemented connected interface states and ScriptableObject data for tasks, emails, and scheduled calls.

Prototype status

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

What I took from it

  • Interface rules and pacing can carry a critical argument without relying only on explanatory text.

Project media

Click, Call, Chaos typographic project cover
Cover art from the team’s itch.io prototype page.