jam · Unity · C# · 2024
Samsul Recycle
A 48-hour game jam project about an intern collecting and recycling waste. The first jam I ever placed in, and the one that made me serious about gamedev.
Case study · STAR
The story
Situation
Samsul Recycle is a game about Samsul, an intern at Bang Udin's Laboratory, the Recycling and Real Innovation Unit. He has to collect waste and turn it into innovative products. It was developed during the COMPFEST 16 IGI Game Jam at Universitas Indonesia. The team was two people and the deadline was 48 hours. It was my first time competing seriously at a jam, so the pressure to ship something stable and interesting was real.
- 48-hour deadline at COMPFEST 16 IGI Game Jam
- 2-person team, full-stack of game work each
- First serious jam for me personally
Task
As programmer on a two-person team, I owned the main game logic. The specific responsibilities were managing the flow between levels and building the simple crafting system that drove the recycling theme.
- Game-flow and scene management
- Crafting system as the central mechanic
- Modular data so we could add items without rewriting code
Action
To meet the deadline I focused on development efficiency. The crafting system was built on top of ScriptableObjects so item data and recycling recipes lived as data assets rather than hard-coded values. That meant adding a new item or recipe was an editor task, not a code task. The scene management glued the levels and the crafting flow together without any of the systems holding direct references to each other.
- ScriptableObjects for item data and recycling recipes
- Adding new content stayed an editor task, not a code change
- Scene-management layer kept levels and crafting decoupled
- Time-boxed scope decisions every few hours of the jam
Result
The team took 2nd Runner-Up at COMPFEST 16 IGI Game Jam. It was the first award I received in game development, and it became the milestone that turned hobby curiosity into a serious career direction. The project also taught me the value of data-driven content pipelines under extreme time pressure.
- 2nd Runner-Up at COMPFEST 16 IGI Game Jam
- First competitive award in gamedev
- Sparked the decision to pursue game development seriously
- Award
- 2nd Runner-Up
- Event
- COMPFEST 16 IGI Jam
- Duration
- 48 hours
Tech notes
- ScriptableObjects as the storage layer for items and recycling recipes
- Scene-management layer keeps level flow and crafting decoupled
- Built by a 2-person team inside a 48-hour window