Shoo, Box! Game Trailer

Shoo, Box! Gameplay + Developer Commentary

Shoo, box! is a Unity 3D puzzle/action game I created with my six teammates for our 3D Game Development class in the spring semester of 2020.

Taking inspiration from puzzles games like Untitled Goose Games, Pan Pan, or even the Metal Gear Solid series, the concept of Shoo, box! revolved around the idea “what if a shoebox could walk with its sexy, buff legs and go on a stealth mission.” In Shoo, box!, you play as a sentient shoebox with legs who has to figure out puzzles in every level using your special shoe ability to eventually reunite with your owner. Shoo, box! was the most ambitious game project I have ever worked on and shipped in college.

Meet The Team

Olivia Schweers

UI/UX Design Cutscene Design Logo Design Programming

Edwin Silerio

Scrum Master

Gameplay Programming

Me

​Music Composition Sound Design   Gamplay Design

Yushan_edited.jpg

Yushan Sha

3D Modeling
Character Art

Adriana Gonzales

3D Modeling

Rigging

Animation

Jake Crabtree

Lead Designer
UI Programming 
Gameplay Programming

Nathan Stubbs

Gameplay Programming
Shader Programming
UI Programming

Development Timeline

Feburary

March

April

May

Ideation
Paper Prototyping
Minimum Viable Product in Unity
Green Light in Game Pitch

M

June

Mid-Production Progress Presentation
First Level Complete
1st and 2nd Playtest Event

July & August

Alpha
Moved to Work From Home
2nd, 3rd and Final Level completeion
Alpha Presentation
3rd Playtest Event (Online)

Beta
Refinement
Beta Presentation
4th Playtest Event (Online)
Post-Mortem

September - Present

Gold
Final Refinement & Polish
Open Beta Test
Preparing for itch.io and Steam launch


M

Launch

itch.io launch
STEAM launch

cancelled XBOX launch
Post-launch maintenance

Post-Launch
Maintenance
End of Project

 

Personal Contribution

For this project, I decided to get involved in the game design process not only as a composer and sound designer but also as a gameplay designer.

As the composer, I composed five songs in a horizontal and nonlinear fashion so they could be later integrated into the interactive music system. Each of the songs is different in genres and moods to contrast the dreamy nature of the story and the hectic feeling of the gameplay.

As the sound designer, I created more than three hundred sound effects and implemented them in the game engine. Because the player explores the world mainly through kicking and slinging shoes at different objects, a majority of the sound effects are sounds of objects being knocked down by the player. The Wwise and Unity integration allowed me to utilize features such as sample randomization and equalization to better control the playback behavior of the sound effects.

As the gameplay designer, I participated in the weekly brainstorming sessions about the overall design and assisted the main designer Jake with fleshing out his ideas inside Unity with white boxing.

Additionally, I collected feedback from local game industry professionals who came to our play-testing events and played our games.

In-Game Collectible Jibbits

Early Concept Art - Theme
Early Concept Art - Junkyard Level
Early Concept Art - Box Form
Early Concept Art - Dumpster Form
Early Concept Art - Shipping Container Form
1/1
Concept Art - Main Theme
Concept Art - Room Level
Concept Art - Junkyard Level
Concept Art - Box Form
Concept Art - Suitcase Form
Concept Art - Shipping Container Form
1/1

Music Composition & Sound Design

(Coming Soon)

Takeaway

While game jams were usually short and sweet, Shoo,box! as a semester-long project revealed a more realistic picture of what actual game development looks like.

It was exhilarating as a game designer to see some your own ideas coming to fruition in the initial builds of the game. However, as a game gradually starts to shape itself, a designer should be willing to cut out design elements that are simply unrealistic in scope or detrimental to the overall development timeframe. For example, the team decided to cut the junkyard level I designed out of the game to meet the deadline for Alpha.

Unforeseen events also seriously impacted the development process. Besides delaying audio assets implementation for almost two months due to technical issues caused by Wwise’s incompatibility on Mac OS Catalina, I was drafted to work on another team’s project midway through the semester to make up for people who quit due to creative differences and pressure.

On top of everything, Covid-19 broke out right after we finished Alpha. We were forced to move all in-person meetings and classes online while figuring out ways to still work as a team without taking a toll on our productivity. Crunching became inevitable as I spent the whole week before Alpha fine-tuning and fixing bugs with my teammates until 4 AM every day.

However, with a much deeper understanding of the game development process, I am now well aware of the career that I am choosing for myself, and I am ready for anything that comes my way.

Available on

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