Bottom Feeders
producer & programming lead
multiplayer platforming party game
january - may 2025
Ultimate Chicken Horse mechanics meet Titanfall 2 movement.
Bottom Feeders is a multiplayer party game where every round players place traps to build up the dangers of the level, and parkour against their friends as the level gets more and more complex.
Experience Goals
- Players should feel competition and exhilaration
- Players should have friendly fun with friends
Design Goals
- Competitive multiplayer party game
- Easy to learn, hard to master
- Strategy to hinder others without hurting your chances
My Responsibilities
- Ensured networking mechanics were implemented smoothly. This included:
a. Steam integration for easy lobby hosting
b. Trap placement synced across hosts
c. Networked particle and audio systems
d. And all of the general networking items, such as rigidbody compatibility and synced state machines
- Designed complex trap mechanics to fuel engaging player interactions
- Planned and executed multiple playtests, and used that feedback for future iterations
- Implemented aesthetic UI elements to improve the user experience
- Developed a detailed burndown chart to ensure all four sprints of production went smoothly
- Directed an engaging trailer to communicate the “X” and “Y” of the game

final title screen

hologram to display end goal

explosion/lava death particles

final credits ui

trap placement phase with indicators

updated title ui

original title ui

alpha build map

alpha build art

final lobby screen

first person arm animation

black hole death particles

final build level design

beta build level design

game exe icon :)

original credits screen

testing the alpha build with my partner

testing trap mechanics by myself using ParrelSync

testing out the mine blast radius

original lobby ui

testing out a new level

testing trap placement

the player model

testing synced animations

original level

getting the networking to actually work

experimenting with level design to get feedback before alpha

networking the traps so every player sees every trap

test trap placement ui

new level design for vertical slice

integrated steam profile picture to face material

adding a win condition

testing wall running

implementing a synced timer function

player mockup