The Sheet
The Sheet
One-page reference synthesizing the key practices from this playbook. Print it, pin it, use it in your next jam.
Phase 1: Kickoff (Theme Reveal to Hour 2)
- Time-box ideation: max 1-2 hours. No overthinking. BP #1
- Define roles: one decision-maker per discipline. Team Roles
- Pick tools: pre-configure before jam, never during.
Phase 2: Concept Lock (Hour 2 to Hour 6)
- Lock the concept: core mechanic, genre, art style. No changes after this. BP #2
- MoSCoW list: Must / Should / Could / Won’t. Write the cut list now. BP #3
- Definition of Done: playable, coherent, communicates the idea. BP #8
- Architecture sketch: 30 minutes. Prevents mid-jam rewrites.
Phase 3: Build (Hour 6 to Hour 24)
- Vertical slice first: core loop end-to-end before adding features.
- Rolling assets: deliver continuously, not in a batch at the end. BP #5
- Micro-check-ins: 2 minutes every 2-3 hours. Team Roles
Phase 4: Pivot Gate (Hour 24)
- No concept changes: cut scope only, no redesigning. BP #6
- Cut ruthlessly: drop Could and Should items if you’re behind.
Phase 5: Ship (Hour 24 to Hour 48)
- Playtesting: at least one external player on day 2. BP #7
- Critical bugs only: perfectionism kills ships. AP #6
- Tutorial: minimal, text-only if needed. Don’t skip it entirely. AP #7
- Sleep: the last 12 hours have diminishing returns.
Quick Reference
| Time | Milestone |
|---|---|
| H0 | Theme reveal |
| H2 | Concept lock + MoSCoW + DoD |
| H6 | Architecture done, vertical slice |
| H24 | PIVOT GATE - no new concepts |
| H36 | Feature freeze, bug fixes only |
| H44 | Playtest + tutorial check |
| H48 | SHIP |
Full detail: Getting Started · Core Concepts · Guides