Multiplayer game jam prototype · 2023
Axie Moody
Led a three-person team from the original GDD to a multiplayer prototype, while directly designing the UI, implementing the game, and organizing a playtest tournament.

Context
Axie Moody was my first game project, built for a Sky Mavis game jam in 2023. It started from a GDD, but the goal was more than a technical demo: we wanted a multiplayer prototype that could be published, played by real people, and submitted to the competition.
My role
Within the three-person team, I acted as lead and worked across nearly the entire product lifecycle: planning, UI and game-flow design, client-server coordination, implementation, polish, and publishing. I personally designed the login screen, Collection, main menu, and game mode selection flow in Photoshop.
Putting the prototype in front of real players
Once we had a playable build, I organized a small tournament to attract participants. The goal was not only to create an activity around the game, but also to observe the experience, collect feedback, and record real bugs for the team to fix and polish.
Result
We completed and submitted Axie Moody, but did not win the game jam. The team still valued my ability to deliver a multiplayer game in a short period and carry a large workload through publication.
The trust created by Axie Moody became the proof point behind later game proposals receiving approval and budget. Without this prototype, those next projects would have had much less reason to be funded.
From GDD to a complete game jam entry
Scope
Turn the GDD into something the team could finish
We converted the original GDD into a multiplayer prototype that fit a three-person team and the game jam schedule.
Production
Lead while building the product hands-on
I coordinated a server-side developer and a Cocos Creator developer while directly contributing UI and game design, implementation, polish, and publishing.
Playtest
Organize a tournament to observe real players
Instead of testing only within the team, I ran a small tournament to bring players into the experience and collect feedback and bugs for the next iteration.
Result
No prize, but the project built trust
We completed and submitted Axie Moody but did not win. The team still valued that I delivered a multiplayer prototype in a short period and stayed with it through publication.
UI designed directly in Photoshop
Gameplay video 01
Gameplay video 02
Gameplay video 03
Retrospective
The result was not what we hoped for
Axie Moody did not win the game jam. It was still the first time I took a game through the full journey with a team: starting from a GDD, defining scope, designing and implementing the game, publishing it, and putting it in front of real players to collect feedback and bugs.
Delivering multiplayer in a short period and carrying a large workload through publication earned the team's trust. That trust became the foundation for later game proposals to receive approval and budget.
Role & responsibilities
- Planned a multiplayer prototype from the original GDD within the game jam time limit.
- Led a three-person team and coordinated client-server work while contributing directly to implementation, polish, and publishing.
- Designed the login screen, Collection, main menu, and game mode selection flow.
- Organized a playtest tournament to attract players, observe their experience, and collect feedback and bugs for the next iteration.
Results
- Completed and published a multiplayer game prototype with three gameplay videos.
- Ran a playtest tournament that brought real players into the game and generated feedback and bug reports for further polish.
- Although the project did not win the game jam, the team valued my ability to deliver a multiplayer prototype in a short time and handle a heavy workload.
- Axie Moody became the proof point that helped later game proposals receive approval and budget.