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How I organised an internal Game Jam

In December 2025, teams from our Łódź office had two days to build a playable game from scratch. Here is what it looked like from the organiser's side.

Poster of the internal Game Jam, 4–5 December 2025, Łódź office

Day to day, we work to a production rhythm: sprints, releases, one launch after another. The Game Jam was meant to be a break from that rhythm — two days for teams to try out their own ideas, new tools, and working with people they don't usually share a project with.

The rules

The framework was simple, but demanding:

  • a game of chance, built around rounds,
  • no copying of well-known, obvious formats — a fresh idea was what counted,
  • any technology, framework and engine,
  • any assets: from our games, open source, or your own if time allowed,
  • using AI tools was encouraged.

At the end, every team presented a working prototype — ideally one the jury and the audience could play themselves, for example by scanning a QR code with their phone.

The result

Small teams built playable games from scratch in just over twenty hours — with art, sound and levels. And that was before the latest AI models were released.

Those games looked good, sounded good, had levels and, above all, were playable.

What I took away

The Game Jam showed how much a team can do when it gets a clear framework, freedom to choose its tools and a short, concrete deadline. It's something I bring into everyday work: less imposing of solutions, more room for people's ideas.

I also talked about the Game Jam during a panel discussion at an industry congress — read more in “The release race and AI in game production”.