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Lead Producer/Designer

Unreal Engine 5
Alt-Controller, Co-Op, Arcade, On-Rails Shooter
Jan 2024 - May 2024

Created with a Team of 13 People
play the Game for yourself
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Summary

Over the course of 4 months, my team worked on Back Off Me Booty, an alternative controller idea I pitched at the beginning of the development cycle. The intended players control this cooperative game using a seesaw rigged with Arduino components.

Back Off Me Booty allowed me to utilize all of the Agile management practices I learned over the past year with areas of game dev I hadn't previously had experience in. This included physical hardware, microcontrollers, animation, and other unique pipelines.

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As Lead Producer

Production took up most of my time on Back Off Me Booty because of the larger team size and pipeline setup. I started with setting up milestones, task management, and a social contract prior to the strike team organization. This project gave me the most room to try new team management practices because of its longer-than-usual dev cycle of 4 months. As a result, I tried to implement practices such as two-team standups, weekly art syncs, and backlog grooming sessions. On top of these team rituals and task management, I got the opportunity to help our engineers fix bugs and artists optimize their assets in-engine. Additionally, I implemented the entire sound pipeline from finding the SFX and editing music to balancing and spatializing them in the game.

The idea for a seesaw controller came from many ideas pitched by students and voted on to get developed. I came up with the concept of using a seesaw on a pirate ship to fire at three angles with expo attendees in mind. To add a unique twist and lean into the cooperative aspect of the seesaw, I also pitched a two-screen setup in which each player had a screen behind them. To test this, the team paper prototyped multiple screen setups and different levels of public information. Throughout the project, I selected and implemented different design decisions the team came up with, using Unreal Engine's blueprint scripting language. Additionally, I sat in on art and design meetings and offered guidance and support to keep the design and artistic decisions true to the original vision. 

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As Game
Designer

©2025 by Steven Pasinsky. Created with Wix.com

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