GN! Game Jam #15 · programming teamwork

O2D

An eight-person Unity 6 jam project about defending an oxygen base from alien waves while gathering fuel, crafting upgrades, and using player abilities.

My role
Programmer
Context
Eight-Person Team · GN! Game Jam #15
Period
November 2024
Status
Completed game-jam project · playable Windows builds
  • Unity 6
  • C#
  • Jira
  • Miro
  • Rapid prototyping
O2D top-down action gameplay on an alien planet
A gameplay still from the eight-person game-jam project.
O2D gameplay showing the upgrade selection interface during an enemy wave
Upgrade choices shown during an active defence wave in the team-delivered build.

01 · Overview

Project overview

O2D was created for GN! Game Jam #15 by an eight-person team spanning project management, game design, programming, and art.

Role: Programmer. I contributed to the completed prototype within the eight-person team.

02 · My role

What I built

  • Contributed as a programmer within an eight-person game-jam team and helped deliver the completed playable build.

Project scope

Project-wide capabilities

  • Alien wave defence, an oxygen-depleting base, fuel deposits, pickups, player abilities, inventory, and craftable upgrades.
  • A weapon with six attachable upgrade slots plus dash, clone, and teleport abilities.
  • A jam build and a documented post-jam build for Windows.

Team context

Credits and team roles

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

  • Role: Programmer.
  • Eight-person team covering project management, game design, programming, and art.

03 · Decisions

Project decisions

How the project structured its systems, interactions, and delivery constraints.

Oxygen as shared pressure

The base oxygen level gives combat, fuel collection, and return-to-base decisions one common survival constraint.

Modular weapon progression

Attachable upgrades give the player a compact way to customise combat during a short jam experience.

04 · Problem solving

Challenges and responses

Concrete constraints are paired with the implementation or design response used in the project.

Challenge

Coordinating eight contributors within a five-day jam window.

Response

The team used defined roles and documented tools including Jira and Miro while integrating a tightly scoped playable loop.

05 · Iteration

Testing and iteration

  • The team submitted before the jam deadline and later documented a post-jam bugfix build.
  • Both the original jam build and the post-jam Windows build remain publicly playable.

06 · Project media

What I learned

What the project changed

  • How clear roles and scope control support integration in a larger short-deadline team.
  • How one survival resource can connect combat, exploration, crafting, and return-path decisions.

Future pass

What I would improve

  • Publish a feature-level credit breakdown for each programmer.
  • Add a concise post-jam technical retrospective covering integration and bug-fix work.

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