Game Jams Are Not “Game Dev in a Nutshell” – Here’s Why
I’ve come to realize that, contrary to popular belief, game jams are not game development in a nutshell. There, I said it. Roast me if you must.

Why Do I Think This Way?
I Need Variety
I’d rather spend my free time doing something other than what I do professionally. It lowers the risk of burnout.
I Can’t Stand Crowds
Especially after the pandemic, I’ve grown unaccustomed to them. Even an hour of grocery shopping leaves me needing quiet recovery time. And after some guy spilled an energy drink on my PC’s power supply at the last event, I’ve developed an aversion to these gatherings for the next few years. You just can’t work under those conditions.
It’s Not Professional Game Dev
Rushing to slap something together just so it “works,” stressing over deadlines, dealing with judges scrutinizing your work, getting photographed like a sleep‐deprived zombie at your desk… and in the end, it’s often a mess. No thanks.
Under the guise of a fun event, game jams push the narrative that game dev = crunch. But that’s not true—you can work without crunch. At my studio, we rarely crunch—maybe 2–3 days a year, max. For years, we’ve maintained a healthy work‐life balance: weekends off, paid vacations, and a strict 8‑hour workday. Everyone has hobbies and a life outside of work.
Because game dev is a job. It’s more exciting than punching numbers into spreadsheets at a corporate gig, but it’s still work. You have to approach it like a professional, not an amateur.
What Skills Actually Matter in Professional Game Dev?
Optimization & Engine/Tech Mastery
You won’t learn this in a game jam. These skills take time—they emerge during long‐term development, not in 48 hours.
Iteration
In Chains of Fury, we redesigned some mechanics three times. Only now do we have a clear vision of what the game should be—and we’re still refining mechanics to make them shine. What are the odds you’ll nail that in a game jam?
Persistence & Long‐Term Focus
We’ve been working on Chains if Fury for five years. Along the way, I’ve learned so much about myself and the industry that I could write a book. By the end of this project, I probably won’t touch another boomer shooter for years—though loving the genre definitely helps. I doubt I could spend this long on, say, an excavator simulator unless I was obsessed with it.
Having other interests is crucial, and frankly, I have to finish those projects. I can’t just switch studios mid-project—this is my company, after all. Can you do same thing for 5 years? Same project? This is a way different challenge.
Planning & Time Estimation
This is a mythical skill, one I’m still learning. Only veterans with multiple big projects under their belt seem to master it. Without freelance work providing financial stability, polishing our own game would be much harder.
Final Thoughts
Game jams are great for beginners—they help you network, build a portfolio, and have fun. But they’re not real game dev, not even close. At some point, it’s worth stepping away from them.
This is my personal take after eight years in the industry. Agree or disagree—I don’t care. Back to the grind.