18.06.2025
Author: Anina Barmet
How it all began. From kickoff to release.
As part of my training as an EFZ mediamatician at jls, I was able to develop my first own game. And not just technically, but completely: from the idea to the planning to the realisation. It was a unique opportunity for me. I was able to deepen my skills in various areas and prove my perseverance.
The goal sounded simple at first: «Create a fun little game that the jls employees can play in the office.» Sounds doable, right? I thought so too, until it actually started.
Planning is half the game.
I admit it honestly: the planning was sometimes... Let's just say it got out of hand. Between time pressure, design decisions and technical issues, little stumbling blocks kept popping up. These moments in particular taught me a lot: how important it is to stay calm, proceed step by step and accept help from time to time. One sentence from my practice trainer sticks in my mind in particular: «You don't have to do it alone. We'll do it together.»
Design? Self-made (with a little support).
I created the entire design of the game myself. From hand-drawn sketches to the final UX design. I was able to improve my knowledge of interaction design, which will help me in the future. For example, at vocational school or when creating further designs during my apprenticeship. It was exciting to see how a sketch turned into real play areas and clickable buttons on the screen.
The game is open.
And then the time had finally come: the game was running! Not just on my PC, but in the jls office at all three locations. All employees were able to try it out and hopefully have a bit of fun with it. It was a special moment for me to see my own project live in action.
What is the game all about?
The game revolves around the Spring Orb. A so-called artefact that preserves the balance of the seasons. When the spring sphere lost its power, however, it was up to the jls teams to use their team spirit and cleverness to make the world bloom again.
The games were played. The teams were able to collect points in online games such as a knowledge quiz on the theme of spring or in physical games in which hidden objects had to be found as quickly as possible at the locations.

My take aways from this project.
This project has shown me how much work, communication and flexibility are behind a finished product. I'm proud of what I've achieved, even if there were challenges in between. But it's precisely through challenges like these that you grow. And I'm already looking forward to the next projects to come.
My three most important key learnings:
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Time management is a real challenge: sometimes a realistic schedule can make the difference between success and detours.
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Feedback is worth its weight in gold: accepting support helps the project (and yourself) move forward.
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Problems are part of the process: you only realise where you still need to grow when you have problems.

Learn more about UX

Blog post «Interactive Media Design»

Blog post «Commercial Apprenticeship at jls»
