1ManGameJam
1ManGameJam: From Zero to Shipped in 8 Hours
What happens when you combine game design, C# coding, and adaptive audio production into a single 8-hour sprint? 1ManGameJam was a live experiment where I developed a space shooter with a unique twist. This session wasn’t just about finishing a game; it was about demonstrating the transparent process of audio implementation and technical problem-solving in real-time.
During the stream, I leveraged a professional tech stack to move from a blank Unity project to a playable game with a dynamic score. This post also features the world premiere of my album, “Waiting,” which served as the creative backdrop for much of the session.
[Image of FMOD Studio event editor for adaptive game music]
Technical Breakdown & Stack
| Category | Tools Used |
|---|---|
| Engine | Unity (C#) |
| Audio Middleware | FMOD Studio |
| DAW & Synths | Bitwig Studio, NI Massive |
| Processing | Waves Audio Plugins |
The complete source code for the game is available for exploration on GitHub.
Part 1: The Foundation
Part 2: Adaptive Audio & Implementation
Part 3: Final Polish & Mastering
Technical Roles: Solo Game Development, C# Programming, FMOD Integration, Adaptive Music Composition, Album Production.




