The theme
Director's Cut

The 2026 Epic AI MegaJam theme, in the organisers' words: 'Your vision, your edits, your final cut.'
A game that was waiting. Left for Mead is a game Joel had wanted to make for a long time. It began as a conversation with ChatGPT that turned into a full design brief. When the theme came out, we weighed three options: build it, adapt it, or make something smaller. Building it fitted the theme without forcing it.
The director in the game. Left for Mead has a pressure director that decides when the village pushes back. Most games hide theirs. We plan to let players see its hand, so the theme is part of how the game plays, not just a title card.
The director behind the game. Joel directs. He sets the vision, makes the design calls and decides what makes the cut. Claude plans, designs, writes the tickets, builds the levels and reviews every pull request. Codex writes most of the code. Nothing merges without passing review.
The cuts. A jam is mostly deciding what not to make. Here is what we cut or moved, and why:
- The wizard hero: moved to after the jam. A fifth hero with real magic is too big for four days. It survives as a tease at the end of Segment 1.
- Segments 2 and 3: after the jam. Segment 1 gets finished and polished first.
- Host migration: cut. If the host leaves, everyone returns to the lobby.
- A live AI model inside the game: cut. The director is deterministic, so every run is fair and the game runs on modest PCs.
- Unique armour from asset stores: cut. Store armour doesn't fit our heroes, so each hero gets mail and plate versions made to fit.
- Dressing the woods between routes: cut. Players never see them, and the saved performance goes into characters and lighting.
