Moving On
Backeys Game Jam 2026.1

For the Brackeys Game Jam 2026.1, our four-person team set out to build a complete, narrative-driven game in just seven days, designed, produced, and shipped within a single sprint cycle. Built in Unity, the project centered on a moving train carriage where players serve drinks to passengers while navigating fragmented conversations and rising tension.
Within that week, I owned all 3D production and the overall art direction. Every environment, prop, and character asset was modeled, textured, and implemented by me. From the claustrophobic interior of the carriage to the surreal landscapes passing by the windows, I established a cohesive visual identity that supported both gameplay readability and emotional tone.

Because the timeline was unforgiving, scope control and asset strategy were critical. I built modular systems for the carriage interior, designed reusable asset kits, and optimized geometry and materials to ensure stable performance inside Unity without sacrificing atmosphere. Lighting, composition, and color were used intentionally to reinforce the game’s core themes: stress, memory, and subtle unease.
The result wasn’t just a finished prototype, it resonated immediately. Out of more than 1,500 entries, our game ranked in the Top 20 shortly after release. That early validation transformed the project from a game jam experiment into a viable commercial product.

We are now expanding the prototype into a full production title, with a planned Steam release in 2027. My role continues to focus on scaling the visual language, refining asset pipelines, and evolving the art direction from jam-speed execution into a sustainable production framework.
This project demonstrates my ability to deliver complete 3D ownership within a tight collaborative team, execute under extreme constraints, and contribute to a product that moves beyond prototype into market-ready development.
