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Sweet Couriers : Plushie Express

Sweet Couriers : Plushie Express est un twin stick shooter coopératif non violent produit en 2 semaines, dans lequel vous incarnez des postiers devant remplir des boîtes aux lettre dans un monde enfantin.

Vidéo gameplay : https://youtu.be/SP-mkdgP26Y?si=ioCNh4Y99QsstNWV

My job
  • Game Designer

    • Conception of the game mecanics

    • Production of Game Design documents

  • Level Designer​

    • Game levels conception

​

On this project, I was designing the game mechanics, adapting them following the playtest and designing the levels of the game.

Context

Year : 2023

Project type : Twin stick shooter

Team : 4 Game Designer, 4 Game Programmer, 5 Game Artist

Role : Game Designer / Level Designer

Time limit : Two weeks

Constraints :

  • Time

  • Twin stick shooter

Example 1.gif
Example 2.gif
Drift and post

Dans Sweet Couriers : Plushie Express, deux joueurs coopèrent afin de remplir des boites au lettres dans un temps impartis. Il doivent se déplacer avec un véhicule qui drift sur la carte afin de récupérer des lettres et tirer sur les boites au lettres pour les remplir.

Le challenge est ici placé sur le déplacement des joueurs et leur communication.

Events

In order to create the unexpected which complicates player communication, events are added to the map. They are of different natures depending on the maps, which adds interest to them and replayability to the game. Here a train crosses the map at different times of the game in order to split the map in play and force the players to exchange resources.

Example 3.gif

What did this project taught me

Simplicity is cool
easy.png

​The speed of production of the game imposed an extremely fast pre-production, the first ideas were kept and we were not asked a thousand questions. It kept us from getting lost in too much thinking. Simple is sometimes more effective than too much questioning 

Faut bien s'organiser
folder.png

Making a game in 2 weeks is complex and requires particularly efficient organization. We decided to base ourselves on an agile circular organization, the choice was good and allowed us to deliver a quality game prototype in a short time.

It's nice to touch the engine
barrel.png

Due to my work as System Designer or lead in my previous projects, working on the LD and engine integration of the game did me good.

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