
Hell, My Name Is Bubba
Overview:
Hell, My Name is Bubba puts players in the shoes of Bubba, Hell’s lone Janitor. Tasked by Satan to clear out the newly constructed Hellfire Arena, players face overwhelming odds using Bubba’s trusty Blunderbuss. The game challenges players to manage limited space, ammo, and chaotic arena dynamics while combating ruthless enemies in siege-based combat.
Contributions:
Core Gameplay Systems
Designed Bubba’s combat mechanics, including multi-ammo management, knockback interactions, and dynamic arena hazards
Developed risk-reward mechanics for discarded shells, which can explode and impact both enemies and the player
Balanced enemy behavior and waves to create escalating challenge while maintaining player agency and strategy
Player Feedback & Readability
Created visual effects for each ammo type to communicate functionality, damage, and area effects clearly
Implemented impact cues and environmental reactions to discarded shells for better readability during chaotic combat
Audio & Immersion (SFX)
Designed sound effects for weapon types, explosions, and environmental interactions
Integrated audio feedback to reinforce the risk-reward nature of Bubba’s arsenal
Programming & Tools Support
Contributed to general gameplay programming, including ammo switching, shell behavior, and AI interactions
Assisted in implementing the full options menu, including audio sliders and resolution settings
Team Contributions
Joey Belt – Material Artist / Environment Artist / Character Artist / VFX Artist
Ben Brook – Game Designer / General Programmer / SFX Artist
Phillip Corrado – Game Designer / Good Vibes Giver
Spencer Hamm – Character Animator / Rigger
John Washington – Game Designer / Gameplay Programmer / AI Programmer





