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Craft

What Game Jams Taught Me About UI

A jam weekend will not teach you a design system. It will teach you what to cut so the game can still be played.

Cole Brennan/March 2026/4 min read

Before Knotline and before the Tether internship, most of my real shipping reps were game jams. A dozen weekends with different teams, different engines, and the same clock. Jam UI is not portfolio jewelry. It is triage: menus that open, a pause that works, a HUD that names the one verb that matters.

Cut until the verb is obvious

Every jam starts with too many screens. The ones that finished well had a single primary action on the title flow and a HUD that answered only three questions: what can I do, how am I doing, what just changed. Everything else waited for a post-jam build that never came, which was fine. Scope is a design skill.

Jams also taught me to sit next to engineering early. A beautiful pause menu that cannot bind inputs on the target platform is not UI. It is a screenshot. The freelance habit of asking for the build target on hour one still saves me on a live team.

Constraints are a tutor

School gave me craft. Jams gave me judgment under constraint. When I joined Tether as an intern and then Knotline full time, the same muscle applied: ship the readable thing, playtest the loud moment, leave the clever chrome for a version that has time. That is still how I work.