Submissions open from 2026-07-15 15:31:31 to 2026-08-17 15:33:01
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UNREAL BOSS ENCOUNTER JAM

Welcome to the Unreal Boss Encounter Jam!

This is a relaxed Unreal Engine game jam about creating a small playable game built around a memorable boss-style challenge.

You do not need to wait for an official start date to begin. You can join the Discord, find a team, plan your game, write your GDD, prototype ideas, and start building right away.

The official timeline is mainly for submissions, voting, showcase, and results.

QUICK INFO +

[Engine]
Unreal Engine only.

[Team Size]
Minimum 2 people. Solo submissions are not allowed.

[Genre]
Any genre is allowed. Third-person action is encouraged, but not required.

[Official Jam Period]
2026-07-15 18:31:31 to 2026-08-17 18:33:01
July 15, 2026, 18:31:31 to August 17, 2026, 18:33:01

[Gameplay Video]
Required. Recommended length is 5 to 20 minutes.

[GDD]
Required. Any kind of GDD is allowed, but it must exist.

[Downloadable Build]
Optional.

[Prizes]
No prizes. This jam is for collaboration, feedback, showcase, voting, and recognition.

JAM CHALLENGE +

Create a small playable Unreal Engine project built around four soft pillars:

  1. Boss Encounter
  2. Smaller Enemies / Lesser Threats
  3. Obstacle Course / Traversal Challenge
  4. Character Progression

Each pillar must be included in your game, but the size, depth, and polish of each one is up to you.

You can focus heavily on one pillar while keeping the others small and simple, or balance them all equally.

As long as every pillar is represented in some form, it counts.

THE FOUR PILLARS +

Each pillar must appear in the game, but how large, detailed, or polished each pillar is will depend on your team’s focus.

You may build your game mainly around one pillar and keep the others small, or give all four pillars equal attention.

[Pillar 1: Boss Encounter]

Create a central encounter that acts as the main focus of the game.

This does not have to be a traditional boss fight with a health bar. It could be a duel, chase sequence, survival challenge, puzzle boss, arena fight, platforming trial, or any other major obstacle that feels like the highlight of the experience.


[Pillar 2: Smaller Enemies / Lesser Threats]

Include smaller dangers that support the main encounter.

These can be minions, hazards, traps, turrets, environmental dangers, puzzle mechanics, or anything else that adds pressure and variety.

Their purpose is to keep the player engaged and make the boss encounter feel more dynamic.


[Pillar 3: Obstacle Course / Traversal Challenge]

Give the player a reason to move, dodge, navigate, or position themselves carefully.

This can include platforming, moving hazards, parkour, arena layouts, traps, vertical movement, or timed movement challenges.

The goal is to make the environment part of the gameplay, not just a background.


[Pillar 4: Character Progression]

Allow the player to grow, adapt, or become more capable during the experience.

This could be through upgrades, new abilities, unlockable weapons, checkpoints, buffs, improved movement, or player mastery.

Progression can be simple, but the player should feel some form of improvement as they play.

RULES +

[Engine]
Projects must be made in Unreal Engine.

[Team Size]
Teams must have at least 2 people.
Solo submissions are not allowed.
You can use the Discord server to find teammates.

[Genre]
Any genre is allowed.
Third-person action games are encouraged, but not required.

[Assets]
Marketplace, Fab, and other asset packs are allowed.
Reused assets from old projects are also allowed.
This includes art, animations, audio, VFX, UI assets, Blueprint systems, code, plugins, and modules from previous projects.

[Plugins]
Plugins are allowed.

[Large Templates and Frameworks]
Large templates and frameworks are discouraged, but allowed.
If your team uses a large template or framework, it must be disclosed in the submission.

[Gameplay Ability System]
The Gameplay Ability System is encouraged, but not required.

[AI Use]
AI tools are allowed, but the project should be primarily human-made.
AI may be used for support tasks such as idea generation, concept art, placeholder art, animation assistance, voice, code assistance, and writing.
Teams may optionally describe how AI was used in their submission.
The core idea, design, and creative direction should come from the team.

[Project Originality]
The submitted project should be made for this jam.
It cannot be an old project that you simply continue and submit as-is.
However, you may reuse code, assets, Blueprint systems, plugins, modules, tools, and other work from previous projects.

PRE-JAM WORK +

[Start Right Away]
You can join and start preparing right away.
Before the official jam start date, teams may find teammates, plan their game, write a GDD, prototype ideas, and start building the Unreal project.

[What Counts as Building]
Planning does not count as building.
Writing ideas, making a GDD, forming a team, collecting references, and discussing the project do not count as build time.
Build time starts when the team begins working on the Unreal Engine project itself.

[Why This Rule Exists]
This rule is meant to keep things transparent, not to punish teams for starting early.

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