Call handling and game state

Click, Call, Chaos

I programmed this three-person team’s bureaucracy game. Skip a day on the calendar and the game checks which calls and tasks are now due. I used ScriptableObjects to keep the email, phone and taskboard working from the same schedule.

Role
Sole Programmer
Context
Three-person team project
Period
2025
Status
Playable Windows prototype
  • Unity
  • C#
  • Interface-driven gameplay
Click, Call, Chaos administrative interface gameplay
The prototype administrative interface: my code connects the team-authored email and call content to calendar and task state.

My role

I was the sole programmer on a three-person team. I implemented the interface and progression, integrating visual assets and a narrative script written by my teammates.

My contribution

  • Used ScriptableObject data for tasks, recipients, emails and scheduled calls so the administrative tools could share progression state.
  • Programmed email composition and responses, phone conversations and taskboard transitions.
  • Connected the calendar and skip-day flow to scheduled events and unlocks, then integrated the team’s visuals and narrative script.

Design decisions

Friction as the mechanic
Slow replies, repeated requests, and administrative tools carry the critical argument through interaction.

What was hard

Coordinating emails, calls, tasks, and calendar progression within one administrative interface.
Implemented connected interface states and ScriptableObject data for tasks, emails, and scheduled calls.

Outcome and evidence

Our team published a playable Windows prototype. Its public page identifies remaining polish work.

  • The released prototype connects data-authored tasks, emails and scheduled calls to the same progression flow.

Team credits

  • Other team members created the visual assets and narrative script.

What I learned

The interface’s delays and state changes carry part of the game’s argument about bureaucracy. Connecting those systems through shared data made that pacing implementable.

Project media

Click, Call, Chaos typographic project cover
Cover art from the team prototype. Teammates created the visuals and narrative script.