Team-Building Drawing Game
Use simultaneous drawing to reveal lightweight coordination patterns and create conversation without turning team building into a personality test.
Start a Jam
- Best for
- work teams, volunteer groups, and project groups
- Group size
- 4–12 players
- Time
- 15–30 minutes
Make the whole room part of the drawing
Team exercises can feel evaluative when they claim to diagnose personalities or leadership from one artificial task.
SKITJAM changes the usual drawing-game rhythm: the group joins one room from ordinary browsers and contributes to the same timed canvas. Players do not wait for individual turns, and the activity does not depend on one confident artist carrying a team. After drawing, the room invents titles and votes, so observation and comedy matter as much as moving the pencil.
For a team session or retreat, that structure creates a visible shared problem instead of asking people to manufacture conversation from nothing. The messy result belongs to the room. It becomes something players can point at, explain, defend, rename, and remember together.
A practical way to run it
Tell participants the goal is laughter and observation, not assessment. Use a neutral prompt and one shared canvas so coordination emerges informally.
- Create the room. Open SKITJAM, choose whether the host is playing or screen casting, and put the lobby where the group can see it.
- Join without ceremony. Players scan the QR code or enter the short room code, then use a suggested silly name if they want a privacy-friendly identity.
- Draw before overexplaining. Let the first prompt teach the controls. Everyone draws at once while the authoritative countdown stays on the host screen.
- Name and vote. The room submits titles, votes without seeing authors first, and watches the winning mess replay.
One variation worth trying
After the reveal, ask what helped people share space and what signals were missing. Keep the conversation about the interaction, not individual traits.
Variations work best when they change one social constraint at a time. Keep the join flow, drawing controls, and phase order familiar. Change the prompt pack, time pressure, drawing rule, or way the group discusses the reveal—not all four. That gives players enough confidence to take creative risks while preserving the surprise.
Frequently asked questions
Is this an employee assessment tool?
No. SKITJAM is a party game and should not be used for employment decisions.
Can hybrid teams join?
Yes, if remote participants can see the shared display.
How long should reflection take?
Five minutes is usually enough to discuss coordination without overinterpreting the game.
Created and written by Annabella Proctor
Annabella created SKITJAM as a social drawing game where the software gets out of the way and the room becomes the performance. Grayworth handles publication, legal responsibility, privacy operations, and hosting.
About the creator