SIGN: DISASTER CONTROL LINE

Status: Completed — Civil Game Jam 2026 Submission

SIGN is a two-phase disaster preparedness game built in 48 hours by team QANTARA at Civil Game Jam 2026, held at METU Northern Cyprus Campus and organized by the KTMMOB Chamber of Civil Engineers, LootBAG Studios and METU KALTEV. By day you are a building inspector signing off case files; by night you run the city's emergency line and live with the consequences of every signature. "Every signature saves lives. Or doesn't."

48hDevelopment Time
4Team Members
2Game Phases
150Civilians to Protect
TR / ENFull Localization

TECHNOLOGIES & PLATFORMS

Unity 6 (C#) Universal Render Pipeline New Input System A* NavMesh Editor Scripting Unity MCP AI Coding Agents Windows (x64)

The Theme — Disaster Preparedness & Awareness: You play Deniz, a 41-year-old building inspector who lost his wife and daughter in a great earthquake years ago. Every file he approves is a building someone will sleep in tonight. The game's message is simple: a disaster often starts long before the ground shakes — with a careless signature at a desk.

OFFICIAL TRAILER

HOW IT PLAYS

Phase 1 — Day Shift

Sit at a 3D office desk and inspect building case files on a retro desktop. Check every field against the Rule Book, use the X-Ray view to reveal hidden damage, and stamp each file APPROVED or REJECTED.

Build Your Night Crew

Correct decisions earn money, mistakes cost it. At the end of the shift your earnings buy tonight's emergency fleet: police, ambulances, fire trucks and rescue helicopters.

Phase 2 — Night Shift

From 02:00 to 05:00 the city is yours to protect. Answer incoming calls, listen to the caller, and watch incident markers appear on a 3D tactical city map. Declined calls cost lives.

The Incident File

Each marker opens a case file with the address, casualties and possible units. Pick how many of each unit to send — the right crew saves everyone, the wrong one loses half.

Fires, Floods & Gas Explosions

Earthquake collapses, fires, floods, gas explosions and looting reports pile up as aftershocks hit. Some calls are hoaxes. Buildings you wrongly approved by day come back as the worst disasters at night.

Shift Report

When the shift ends, a report card grades your night: survivors, rescued, lost and survival rate. Then Deniz goes home to rest — and the story reaches its final twist.

NIGHT SHIFT ENGINEERING

Phase 2 — the night crisis map — was my part of the project, from the empty scene to the final build.

3D Tactical City Map

Level design of the whole night city: road network, intersections, stations for fire, police, ambulance and the helipad, plus the earthquake and harbor fire districts, with a custom cyan hologram look.

A* NavMesh Convoys

Vehicles drive the real road network on a baked NavMesh, keep a safe 10.5 m convoy distance and U-turn back to base without deadlocks. The rescue helicopter hovers at 35 m and lands vertically on the helipad.

Call & Incident Systems

Incoming call cards, billboard incident markers with countdowns, the incident file with unit selection, and resolution rules where more of the right units finish the job faster.

Game Feel & Localization

Camera and building shake, disaster effects, procedurally generated call audio, siren light bars, tutorial hints, a shift clock and a full Turkish / English language system.

AI-Assisted Pipeline

To ship in 48 hours I directed AI coding agents (Gemini via Antigravity and Claude Code connected to the Unity Editor through MCP), then tested every system in Play Mode. All AI use was openly declared under the jam rules.

One-Click Scene Setup

Editor scripts build the HUD, call system and settings panels into the scene with a single menu click, so UI updates from the art team could be re-applied safely within minutes.

48-HOUR TIMELINE

Civil Game Jam 2026 — METU Northern Cyprus Campus (KALTEV), October 16–18, 2026.

01
Completed

Day 1 — Concept & Design

Theme reveal, the "inspect by day, dispatch by night" concept, the game design document and splitting the work into two independent phases.

02
Completed

Day 2 — Core Systems

Day desk and inspection files, the 3D night city, NavMesh vehicles, the call and incident systems, and the UI art built in parallel.

03
Submitted

Day 3 — Merge, Polish & Submission

Merging both phases into one build, bug fixing, localization, sound, the trailer and the official jam submission.

QANTARA TEAM

Yiğit Aybey

Phase 2 Lead: The entire night shift — 3D city level design, NavMesh dispatch convoys, call and incident systems, HUD integration, testing and the Windows build.

Mert Yorulmaz

Phase 1 Lead: The entire day shift — the 3D office, the inspection desktop, case files, the Rule Book, stamps and the night crew economy.

Yağız Efe Yılmazer

UI, Story & Integration: UI design, story and writing, sound design and the trailer. Also merged both phases into a single, error-free build.

Melih Yurt

UI, Story & Sound: UI design, story and writing, sound design and the trailer.

GALLERY

Gameplay footage and screenshots from SIGN.

SIGN Phase 1: the inspector's office
SIGN Phase 1: an approved inspection file
SIGN Phase 1: a rejected inspection file
SIGN: buying the night crew
SIGN Phase 2: the 3D tactical city map
SIGN Phase 2: the incident file
SIGN Phase 2: a fire incident on the map
SIGN: end of shift report card