Kaosi Unini · Producer · Writer · Researcher · About · Résumé · All cases · Print it on the press

Launch Day

a medic who does not want to care, made by six strangers in three days

Role
Lead Producer & Writer
When
2025-11
Status
shipped
Stakes
jam
Team
Team Ozy: Kaosi Unini (lead producer; writer, Obi; built the shared story boards; UI/UX and CSS) · Felipe Godoy (lead writer; writer, Mendez) · Alexander Jennings (writer, Carol) · Tim Scheiman (writer, Jack and Prot; producer) · Jackson Smith (music) · Luciano Comassetto (art)
A holographic treatment of the game's itch.io title card: LAUNCH DAY in pixel letterforms, with a long instrument, a syringe, a mug and a small gear arranged beneath and beside them. Projected in light against a dark ground, scanlined, the colour shifting rose through violet to blue without changing in brightness.
Title card by Luciano, for Team Ozy, IGDA Game Writing SIG Arcjam 2025. Used with his permission.

Loads a frame from itch.io.

Handed

I had tested games. I had never made one.

Seventy-two hours, six people I had not met, scattered across time zones, and I was producer and one of the four writers at the same time. Mostly narrative designers (didn't know games needed those, at the time). One artist. One composer. The theme arrived with the clock: resilience.

A hundred and twenty-three teams started when we did.

Two roles is a conflict before it is ever a convenience. The person keeping the schedule is the one whose pages get cut, and on night one nobody had decided anything: not the scope, not the tone, not who was good at what.

Decided

Four calls. The first one I made alone.

I mapped everyone's availability across the seventy-two hours before the creative work started, then facilitated ideation loose on the first evening and let the room breathe. While the team diverged I was building a single source of truth board, the personas, and the audience frame within Arcweave, the engine tooling we were using. We stormed late into the night, and the design grew richer in substrate.

The next morning, I put it on the board and opened our standup with it: this is who we are designing for, and if you think it should change, say so; it is a living board. The read was that our judges are narrative designers, and that a good number of them were living through the same layoff cycle the theme was fishing in. They did not need bombast. Nobody pushed back.

The team had scoped three days of story. I cut it to one. The precision we needed between hardship and kindness does not survive being spread thin, and three days of mediocre is worse than one day of exact. The pivot went over well.

And last, I wrote down how a choice works and then stopped approving them. Never win or lose: a choice has to build toward grit, improbable belief, or emotional realism, and the right one depends on who you are talking to. Doing nothing counts. Listening counts. Leaving counts. The six of us then wrote toward the same thing without a sign-off loop, which is the only reason we finished at all.

Shipped

A playable narrative game, submitted inside the window.

You are Mendez, the new wellness officer aboard a space colony, the SS Ozymandias, for a day. Three or four of the ship's passengers will need something from you, as a soothsayer. The medic you play is apathetic, short-spoken and satirical, and the narrator who describes him is reflective and a little kinder than he is. He is more than he performs; though, player choice composes his exact narrative arc in a playthrough.

The thesis underneath it: resilience as peaceful acceptance of present hardship instead of despair, with a hope of coming out stronger.

The Launch Day script drawn as a rope on a dark ground, after Dobson's plot sculptures. Felipe Godoy's main route for Mendez is the pale blue core, running in play order from the left to a knot at the right where the two endings fall; it is thickest at the start, where every path passes, and thins as routes leave it. Pulled apart above it are Kaosi Unini's strand for Obi in orange and Alexander Jennings's strand for Carol in green, and below it Tim Scheiman's strand for Jack and Prot in rose. Thin threads fray off each strand where a route splits and arc back where it jumps to an earlier point; small silver wraps mark choices gated by earlier ones. A block of cream cells at the lower left stands for the shared story boards. Labels give each route's word count; totals across the top: 9,895 words a player can reach, 12,748 in the project, 167 story elements, 73 choice points, 2 endings, 72 hours.
Figure 1. The script laid as a rope, from the team's Arcweave export, following every path playable from the start: 167 of the project's 268 story elements, 73 choice points, two endings, and 9,895 words a player can reach of 12,748 written. Each writer's route is a strand in play order, unlaid here from the main route it twists round. A strand is thicker where more playable paths pass through it; where a route splits it frays into threads, and a silver wrap marks one of the 28 choices gated by an earlier one. By route: Felipe Godoy (Mendez), 4,386 words in 60 elements and 19 choice points; Tim Scheiman (Jack and Prot), 2,417 in 48 and 28; Kaosi Unini (Obi, mine), 1,677 in 30 and 11; Alexander Jennings (Carol), 1,415 in 29 and 15. The base is the shared story boards I built. After Dobson, Michura and Ruecker's plot sculptures (2010, Fig. 3), in the style of the nectaronica schematic on the Telling the Bees site. Open the interactive version to unlay it yourself and click a strand for its numbers. Structure only: no line of the script is shown.

Outcome

Second of a hundred and twenty-three, and Excellence in Game Writing, at the IGDA Game Writing SIG Arcjam 2025. Perfect scores from both judges who scored us, Jon Myers and Frankie Wakefield-Harrey. Nominated for Excellence in Narrative Design.

Six people assembled, delivered and dissolved inside three days, with no history and no future, and worked better than teams I have been on for months. That became the ever-pressing research question I am still following.

Would change

Log the reasoning, not only the board.

The single source of truth existed from the first hours, with the availability map and the personas beside it. None of them records why. What I believed at hour twelve against hour sixty, and which of the four calls above I doubted, is not on record; the account of each here was written from memory, months later.

The artifacts prove the work happened. The reasoning is what proves the judgement. Every project since logs the decision when it is made, and that habit starts here.

Edges