Director's Cut
A solo Unreal Engine 5.9 entry for the 2026 Epic AI MegaJam — designed, built and documented in public.
Pre-jam — build window opens Nov 11, 9:00 p.m. PTThis site is the project: the design documents, the dev log and the press materials all live here and are updated as the work happens — nothing is written twice in some other tool. Start with the Project Brief, or read the Setting and Story behind the Game Design Document.
The jam
Theme Director's Cut. Build window Wed Nov 11, 9:00 p.m. PT → Sun Nov 15, 5:59 p.m. PT (Nov 12 05:00 → Nov 16 01:59 UTC). Late entries are disqualified. Read the Jam Rules & Constraints before any other page.
The architecture — read by zooming in
The whole site is organised on the C4 model: one silo per level. Start at the context — what the game is and who it is for — then zoom in, level by level, to the components and the code. The Document Architecture map places every document.
Context — L1
The game as one system among its actors: players, stores, press, community. The creative context — Setting and Story — lives here. Start here; everything else zooms in.
7 documents
Containers — L2
The game's major pieces: the client, its data, any backend, the content pipeline, this site. The GDD designs across containers; the bibles direct them; the budgets bind them.
5 documents
Components — L3
The pieces inside the containers: gameplay systems, quests, levels, HUD and menus, asset families. Each document specifies one piece and its neighbours.
5 documents
Code — L4
Classes, modules and data schemas. L4 deliberately has no site pages per class: it lives in the repo and in the Technical Design Document's code section.
1 documents
Project — Cross-Cutting
The records that govern every level: decisions, provenance, risks, QA, the production plan. If it is not in the Decision Log, it is not decided.
9 documents
Ship & Run — Deployment and Operations
C4's supplementary views: how the game deploys to its platforms, and how the running game is supported.
2 documents
Start reading
Project Brief → Pitch → Setting → Story → Game Design Document — Tim Cain's order: setting and story before systems, always.
Latest from the dev log
- No entries yet. The first build entry lands when the jam/production window opens.