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

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