Ham and Jam is a teamplay orientated, first person WW2 multiplayer game centred around the British and Commonwealth campaigns from 1939-45. Historically accurate missions coupled with careful balance between realistic and enjoyable gameplay makes Ham and Jam a unique experience.
Ham and Jam started out as an idea between it's two main developers as an alternative to the tired old "U.S./Russia vs. Germany, post June 6th 1944" formulae WW2 games seem to use. Fed-up with everything prior to D-Day being ignored, the North West Europe theatre and the lack of British, Commonwealth and Free Forces they decided to do something about it...
The goal was clear - to make a WW2 mod that featured all the "missing" bits of WW2 history, portray it in a historically accurate way but without detracting from the fun or playability by overdoing realism. In short the kind of game they and their friends would like to play. Rather than a deathmatch gameplay style, Ham and Jam is all about teamwork as were the real battles. Each map is set-out with objectives and as a team you must fight to complete them to win.
From the start, Ham and Jam has had an interesting development ethos. First of all, there is no real "team", only a few core "leaders" and everyone else is a contributor free to add whatever they like. There is no commitment to the mod full time - you can choose to work on it for a month, a week or simply donate a few textures and leave, it's entirely up to you. Also we follow a strict policy of "No Bullshots" - we will only post pictures of things that actually exist or are about to go into the game.
The mod is an on-going work-in-progress. We aim to release updates often rather than store them up for months and hope to have an open and productive dialog with our players. Ham and Jam is a hobby for us and something we do for fun and that's how we intend to keep the development process.
The name comes from the original code words for the capture of the Pegasus/Orne bridges on D-Day. Ham was for Pegasus, Jam for the Orne bridge. Ham and Jam denoted that both bridges had been captured intact.
For more frequently asked questions about the mod, refer to the FAQ located on our website.
Mitchell Curtis Keesee known by the team by his nickname, "Engineer", passed away at home on Monday 26th September at the age of 23.
Mitchell was our sound engineer and joined the team in early 2006 not long after the game got started proper. He has created almost all of the games sound effects and was passionate and dedicated in his work.
Mitchell's obsession with tweaking and getting things perfect was often a blessing and a curse as he could never stop fiddling no matter how much we told him he didn’t need too. He would often disappear for a month at a time only to come back with a massive update.
He was a tireless perfectionist when it came to his craft. To quote the log entry of his last submission to our SVN server:
"New sten sound, superior to previous incarnations.”
He was creative in his work not just aiming to clone a sound but to engineer it to give a specific effect or impact within the scope of the game. He saw the soundscape as something that is experienced rather than just heard. Something we're sure came from his love of classical music.
Mitchell worked on other games, most notably Firearms:Source, but was always considered a core member of our team and was a staunch supporter of the game who would promote and praise it whenever asked about it. He was a true team player.
Apart from his work as a sound artist we’ll also remember him for his bizarre, absurd and often irreverent sense of humour which has lightened the mood on various bad times during Ham and Jams development.
On a personal note, I first met Mitchell on-line as far back as 2003 when he was a 15 year old kid interested in making 3D models. I shared many tips and tricks with him and watched him tackle new weapon models, textures and even dabble with the odd character model.
Around 2005 he started to become more focused in sound production and was already making sound effects for game such as Day of Defeat, Duke Nukem 3D and was working on The Trenches when I approached him to help with our then new venture Ham and Jam.
He had worked on a number of games that failed to see the light of day but his dedication to Ham and Jam I take as a sign in his belief that something great will eventually come out of all this.
He’ll be missed by all of us but he’ll live on with every grunt, groan, boom and bang you hear in Ham and Jam.
Our thoughts are with him and his family.