A large banner featuring the Tiny Terrors logo (A cloud with letter blocks that spell out the name) over a screenshot of the game showing a messy playroom
Tiny Terrors
Platform: PC
Engine: Unity 3D
Duration: 8 months
Team Size: 8 (Remote and in-person)
Tiny Terrors was developed as a capstone project for my final year at Niagara College. The game was produced remotely and in-person by a team including myself as producer, two designers, three programmers, and two artists.
As the producer my main contributions to the project were: scheduling, creating documentation and presentations, working across the different teams to develop mechanics and concepts, and assisting with production wherever possible.
Additional duties included creating music for the game, writing voice lines, 3D modelling, animating, and creating 2D art.

Project Overview

Tiny Terrors is a comedic multiplayer fighting game in which the player characters are unsupervised children in a daycare. The main objective is to retrieve the best toy and get the most points before time is up. Players can throw objects at each other to gain points, get other players out of the way, or knock the best toy out of an opponents hands. Many of these set pieces are destructible, adding to the chaotic and exciting feel of the game.

A screenshot of the room selection screen from the game. It shows two locations on cardstock, the garden and the playroom. There are other cards on a table below them. The cards are messy with childish handwriting, stains, and small notes

Development - Levels

Tiny Terrors contains two different levels/arenas. We first decided what areas of the home would be most fun for players to play in and destroy. The areas we ended up settling on were the garden and the playroom. Each level has one major hazard obstacle, in the playroom this is the model train that holds the best toy and can knock players back. In the garden the sprinkler serves as the main hazard, causing alternating areas of the arena to become slippery, impeding movement and causing even more chaos.

The garden level went through the most changes from initial concept to final product. Initially the level was meant to be a hexagon, but the design team soon realized after testing the greyboxed level that this shape created an awkward gameplay environment. One of the main issues being that the sprinkler hazard not covering equally sized areas. A square yard was deemed a better alternative and development proceeded.

Once initial testing concluded, the level was set-dressed by the art team, and we continued to test and iterate until the environment was as exciting and entertaining as possible.
Level design Credit

Greybox of garden level, a hexagon full of primitives which approximate the initial design's layout.
The final garden level, a small fenced in yard with playground equipment and a sprinkler in the middle.