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Dallas Big Design · Game Jam

Designing a game about uneasy cooperation.

I led the design of Noir VS, a two-player game created in seven days by a newly assembled team.

Noir VS game jam project gameplay

Competition result

Top 3

finalist

Dallas Big Design Game Jam

Recognized for the competition's most innovative concept and greatest future potential.

The challenge

Turning three themes into one playable idea.

Our team met for the first time at the Dallas Big Design Conference Game Jam. We were given three themes—multiplayer, competition, and cooperation—and one week to design and build a game around them.

The immediate challenge was finding a concept that used all three themes in a meaningful way. It also needed to be understandable, technically feasible, and focused enough for an unfamiliar team to complete within the deadline.

After exploring ideas together, we chose a direction that turned the tension between competition and cooperation into the central mechanic.

The game jam prompt

Three themes shaped one gameplay idea.

Assigned themes

Multiplayer
Competition
Cooperation

The resulting tension

Players need each other to advance, but only one can win.

If competition prevents progress, the shared timer expires and both players lose.

The core idea

Compete to win. Cooperate to survive.

Noir VS was designed exclusively for two players. Each controlled a private investigator racing to rescue the same character before time expired.

Players alternated control of the same progressing level. During a turn, they could advance toward the goal, clear obstacles for both players, or place new traps for their opponent. If neither player reached the destination before the shared timer expired, both lost.

That created the central dilemma: each player wanted to win individually, but neither could succeed if their rivalry prevented the level from moving forward.

The core gameplay loop

Players alternate control of one shared level.

1

Takes a turn

Player 1

Inherits everything the other player changed.

One persistent level

Every action remains for the next turn

AdvanceDisarm a trapPlace a trap
2

Takes a turn

Player 2

Inherits everything the other player changed.

Turn ends · control switches · loop repeats

One persistent timer

05:00

Reach the goal before time expires—or both players lose.

Making it buildable

Translating the concept into a system the team could execute.

As lead designer, I documented the complete gameplay loop, turn structure, timing rules, controls, traps, items, collisions, interface, and level behavior.

I used diagrams and placeholder artwork to communicate scale and mechanics before final assets were available. This allowed development to begin while the visual team continued producing original artwork.

I also managed the feature and asset list, distributed work according to priority, and continually adjusted scope around what the team could realistically complete within the remaining time.

From concept to specification

Documentation gave every discipline something concrete to build.

Noir VS design document showing the planned HUD and game screen

Interface

Define the shared game screen

HUD placement, player states, selected items, and the two timing systems.

Noir VS collision and interaction specification

Mechanics

Specify how interactions behave

Collision areas established where players could climb, move, and disarm traps.

Noir VS level scale and scrolling specification

Environment

Communicate scale and movement

The level map showed the visible play area within a larger scrolling environment.

These shared references allowed programming and art to move forward in parallel while the gameplay system continued to evolve.

Designing the interaction

Balancing speed, strategy, and readable feedback.

The experience needed to feel fast while still giving players enough information to make strategic decisions.

A shared round timer created urgency, while increasingly short turns accelerated the pace as the round progressed. A rock-paper-scissors relationship between traps and items made players decide what to carry, what to disarm, and when to obstruct the other player.

The interface separated information for the active and waiting players, including turn status, selected items, and remaining time. Movement, collision areas, and trap interactions were documented carefully so the prototype could remain responsive and understandable.

Making the rules readable

Teach the system once. Reinforce it throughout play.

Noir VS tutorial explaining controls and the competitive cooperative premise

Before play

Explain the shared dilemma

The tutorial introduced separate controls, alternating turns, traps, items, and the risk that both players could lose.

Playable Noir VS game screen with timer and player HUD

During play

Keep the changing state visible

The HUD surfaced the shared countdown, active turn, waiting player, and each player’s selected item.

Outcome

A playable prototype recognized for its original concept.

The team completed a working build with the core gameplay loop and original visual assets in place. Although the full planned scope could not be implemented within seven days, the central tension between cooperation and competition remained intact.

Noir VS finished as a top-three finalist. Judges highlighted it as the competition's most innovative concept and the entry with the greatest future potential.

The project taught me how important clear documentation and active communication become when several disciplines must work in parallel. It also reinforced an approach that would remain valuable throughout my career: define the underlying system clearly, protect the central idea, and make scope decisions around what the experience truly needs.

The seven-day result

A focused concept carried through to a playable build.

Final playable Noir VS game jam build

Playable build

The central competitive-cooperative loop remained intact.

Original production

The prototype shipped with artwork created by the team.

Competition result

Top-three finalist, recognized for innovation and potential.