⚡ Game Jam — 48 Hours Challenge

A complete UX/UI case study documenting the design process behind Before Losing, from first sketch to final screen in under two days.

Role

UX/UI Designer

Duration

48 Hours

Tools

Figma · Unity

Team

1 Designer · 2 Devs · 1 Illustrator

Scroll to explore the process

Project Overview

What Is Before Losing?

A game born from constraint — where every design pixel had to earn its place.

🎮

The Game

Before Losing follows a king on a quest to recover something he has lost. To uncover clues, he must face a series of mini-games set by different tribes.

The Jam

Built during a 48-hour game jam. Every design decision had to be fast, intentional, and tied directly to player experience.

🎯

Design Goal

Create an intuitive, visually striking UI that players could understand instantly, with zero onboarding friction and maximum emotional impact.

🛠️

Design Stack

Figma for wireframes and high-fidelity UI, Unity for implementation, collaborative real-time design with version-controlled assets.

01 — The Challenge

Design Under Pressure

A game jam strips away every comfort zone. The constraints aren't obstacles, they're the design brief. Here's what we were working with.

⏱️

48 Hours

Total design + dev time

👥

4 People

1 designer, 2 developers, 1 illustrator

🎲

1 Theme

Revealed at jam start

🚀

0 Assets

Built everything from scratch

Problem Statement

Players of fast-paced jam games often feel confused or overwhelmed by the UI in their first 10 seconds. We needed to design a complete visual system that communicated core mechanics instantly and emotionally, without the luxury of iteration cycles.

How Might We...

1

How might we create intuitive controls with almost zero tutorial time?

2

How might we communicate urgency visually without frustrating players?

3

How might we make loss feel motivating, not discouraging?

4

How might we build a complete UI system in under 8 hours?

02 — UX Process

Understanding the Player

Even in 48 hours, UX starts with empathy. We rapid-sketched personas and mapped the core player journey before touching Figma.

Rapid Personas

🏆

The Competitive Gamer

Age: 15–28

"I want to know immediately if I'm good at this."

Needs

Instant feedback on performance

Clear win/loss states

Fast retry loop

Pain Points

Confusing controls on first boot

Too much text before gameplay

🌟

The Casual Explorer

Age: 16–35

"If it's not fun in 30 seconds, I'm out."

Needs

Welcoming visual style

Low barrier to entry

Forgiving first experience

Pain Points

Intimidating UI with no guidance

Confusing UI

Core Player Journey

Full player flow from first launch to victory or retry, including the decision branch at step 04.

01

Launch Screen

Logo + ambient + king story

🏛

02

Select a Tribe

Tribe cards + lore

📜

03

Tribe History

Background + stats

04

Attack / Diplomacy

Choose your strategy

↓ Choose path

5A

Attack Mode

Conflict battle game

🕊

5B

Diplomacy

Alliance strategy game

🏆

WIN

Get Prize

Victory reward

💀

LOSE

Try Again

Back to step 04

↩ Loop back to ⚔ / 🕊 choice

Linear path

Attack branch

Diplomacy branch

Lose → retry loop

⚡ Rapid Ideation

🗣️ Hallway Testing

📋 Heuristic Evaluation

🖊️ Paper Wireframes

🔄 Iterative Sketching

03B — Drafts & Sketches

From Sketch to Screen

Every screen started as a rough sketch. These paper drafts and whiteboard diagrams capture the raw decision-making during the jam, before a single pixel was polished.

✏️

All sketches were done on paper or whiteboard in the first 6 hours. Timestamps next to each sketch show when in the 48h jam they were created. Hover a card to read the design note.

Main Menu

Hour 01:30

Paper Sketch

3 button hierarchy established early — Play must be visually dominant

Select a Tribe

Hour 02:30

Paper Sketch v2

Card component with selection state — revised after team feedback session

Attack / Diplomacy

Hour 03:15

Paper Sketch v1

Critical decision screen — red/green color coding for immediate affordance

🎨

From Paper → Figma → Unity

Each sketch was directly translated into a Figma frame. No extra rounds of digital wireframing — the jam forced us to go straight from paper sketch to hi-fi UI. This saved approximately 4 hours compared to our normal workflow.

03 — UI Design System

Building the Visual Language

Every component, color, and type decision reinforces the game's tension and tribal theme. Here's the design system we built in 8 hours.

Color Palette

Deep Purple

#12022E

Background

Surface

#1E0A45

Cards & Panels

Vivid Orange

#F5A623

Primary Action

Royal Purple

#8B5CF6

Accent & Focus

Lavender

#C4A8F0

Body Text

Crown Gold

#F5C842

Highlights & Badges

Stone Blue

#2B7FD4

Button Primary

Stone Gray

#787878

Button Secondary

Typography System

Logo Design

Game UI / Buttons

Buttons, action labels, game states

ATTACK

Lilita One

Display / Heading

Game titles, screen headers

Before Losing

Lilita One

UI Meta / Labels

Navigation, captions, metadata

SELECT YOUR TRIBE

Space Grotesk

Body / Descriptions

Descriptions, hints, tooltips

Make your move before the clock hits zero.

Nunito

Button Components

Stone-panel buttons with glossy tops, layered depth and corner crack decorations — built to match the game's hand-crafted tribal aesthetic.

Primary — Action Buttons (Blue Stone)

Hover over buttons to see the hover state (text darkens to black).

Secondary — Navigation (Gray Stone)

Contextual — Win / Lose

04 — 48hr Timeline

The 48-Hour Breakdown

How we allocated every hour — from raw idea to submitted game — with design and development working in parallel.

Time Allocation — 48 Hours Total

UI Design

Dev

Testing

Polish

💡

Kickoff & Concepting

⏱ 0–2h

✓ Game concept + design brief

Theme reveal & interpretation

Game concept brainstorming

Core mechanic lock-in

Team role assignment

🗺️

UX Research & Flows

⏱ 2–6h

✓ User flow map + wireframes

Rapid persona sketching

User flow diagram (paper)

Wireframe thumbnails

Heuristic evaluation planning

🎨

UI System Design

⏱ 6–14h

✓ Design system + 3 key screens

Color palette definition

Typography system

Button & control components

High-fidelity Figma frames

⚙️

Implementation

⏱ 14–30h

✓ Playable build with full UI

Asset handoff to devs

Real-time design QA

In-engine UI adjustments

Iterative feedback loops

🧪

Playtesting & Polish

⏱ 30–40h

✓ Polished build ready for submission

Internal hallway testing

UX issue triage

Visual refinements

Accessibility quick checks

🚀

Final Push & Submission

⏱ 40–48h

✓ Submitted! 🎉

Bug fixes & last polish

Store page screenshot prep

Case study documentation start

Game jam submission

05 — Reflections

What We Won & Learned

A game jam is a mirror for your design process. Here's what the 48-hour sprint revealed about how we design under pressure.

What Worked Well

Established a full design system (colors, type, components) in under 8 hours

User flow was mapped before a single pixel was designed — saved significant rework

The chunky cartoon button style was immediately recognized and loved by testers

Constant dev-design syncing prevented late-stage UI breakage

🔧

What We'd Improve

!

Needed less time on game history and more on game usability.

!

Accessibility wasn't prioritized due to time — contrast ratios need revisiting post-jam

!

More user testing rounds would have caught the confusing timer UX earlier

!

Style integration needed more time, some graphics were a mismatch.

Key Design Learnings

Constraints Sharpen Decisions

With 48 hours, every design choice had to be justified immediately. This built our design reasoning muscle faster than any normal sprint.

🗺️

UX Before UI — Always

Sketching the user flow first meant the UI had a clear purpose. We never designed a screen that didn't serve a user need.

🤝

Real-Time Dev Collaboration

Designer-developer pairing in real-time (not handoff) eliminated the translation gap. What we designed, shipped, accurately.

🎨

Visual Identity = Trust

A strong, consistent visual language made the game feel polished even when mechanics weren't fully refined. Players forgive bugs less when the UI is inconsistent.

Design Fast. Design Smart.

Before Losing taught us that great UX/UI doesn't require unlimited time — it requires clarity of purpose, fast decision-making, and a tight feedback loop between design and development.

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