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

  1. Players should feel competition and exhilaration
  2. Players should have friendly fun with friends

Design Goals

  1. Competitive multiplayer party game
  2. Easy to learn, hard to master
  3. Strategy to hinder others without hurting your chances

My Responsibilities

  1. 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
  2. Designed complex trap mechanics to fuel engaging player interactions
  3. Planned and executed multiple playtests, and used that feedback for future iterations
  4. Implemented aesthetic UI elements to improve the user experience
  5. Developed a detailed burndown chart to ensure all four sprints of production went smoothly
  6. Directed an engaging trailer to communicate the “X” and “Y” of the game
The Trailer


Development Photos (Release Candidate to First Prototype)
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