Esophaguys is a multiplayer party game about old folks with long necks. Developed in Unity, it began as a student project during our final year at Sheridan College in the Bachelor of Game Design Degree. The game won the Level Up Student Game Showcase 2022 competing among projects throughout Ontario. It is in the process of being finished and published for online distribution.

I am responsible for the following:

  • Game Design - original concept and gameplay design

  • Production - team management and scheduling

  • Art and Animation - characters & logo

  • Audio - music and sound effects

Game Design

Esophaguys was slowly formulating for years in my head. The earliest depiction of an Esophaguy dates back to my high school art class. One day in college, during a game production class, I pitched the game to my professor and peers. Once the design was on paper, it just needed executed.

The game is a culmination of passion projects and an homage to the type of games l was brought up with - Oddworld: Munch's Oddysee, Castle Crashers, Eggmania. It is silly, easy to play, and hard to master. It is best enjoyed with a small group of friends.

Mechanically, I was inspired by Heave Ho, Gang Beasts, and the like. These games really capture the spirit of difficult-to-control-physicsy-fun. The character controller is the core mechanic in these games. It is the same in Esophaguys. Putting the player in different scenarios and environments brings the fun out of the controller.

Copy of Esophaguys GDD
EsophaguysPitchDoc2.0_1 (2).pdf


As producer, I gained valuable insight in team management and project planning. I facilitated discussions among team members, resolved conflicts, and directed the team in the game's vision. Creating and maintaining schedules, granted me understanding of the inconsistencies of the game development pipeline.

People skills are utmost importance in this role, and I learned how to help different teammates with different issues. Some people respond well to a certain stimulus, while others require a another method. By keeping group cohesion and a positive team spirit, I helped everyone give their best to the project.

Gantt Chart used for Esophaguys:

Sound Designer

As sound designer, I created and implemented all of the audio in the game. During this process, I became acquainted with the entire game audio pipeline, from recording, mixing, and editing to scripting and implementing in Unity.

Esophaguys features a unique soundscape. As a design challenge, I decided on two major limitations:

  1. All audio must be recorded by myself

  2. All audio must be produced only with my mouth and a jew's harp

These restrictions pushed my creativity and produced a distinctive sound for our game.

By using FMOD, I was able to create 3D sound effects, based on the players' positions. In addition, sounds are appropriately randomized, so Esophaguys sounds a little different with each play session.

FMOD project:


As artist and animator, I created character and logo designs and animated them.

I used by previous knowledge in arts and graphic design to create wonky characters that suited our game's main mechanic: stretching your long neck.

By using Spine, I created 2D animations that made the player's movements feel fluid and natural.

Spine Project: