




That One Otter Game - Crayon Coded
Role: Producer, Technical Game Designer, UX/UI Designer, Coordinator, Sound, VFX, Animation, QA




Crayon Coded is a team consisting of 7 members:
4 Artists, 2 Programmers, and 1 Designer.
If you are interested in getting in contact with us, make sure to send us an email at crayoncodeddd@gmail.com



My Role
On this project, I worked as the game's Producer and Game Designer, also serving as key coordinator across animation, sound, VFX, and implementation.
From challenge design and pacing to experience polishing, feedback and team alignment, I was deeply involved in shaping how the game plays, reacts and how each system supports the joyful spirit of cooperative chaos.
I also oversaw the game’s internal structure, maintaining a fast, feedback-driven pipeline where ideas could quickly move from concept to prototype to playtest. We ensured our workflow was heavily focused around experimentation and calculated risk-taking. The result was a highly collaborative development loop where every element, from game systems to sound, animation and art, could iterate and progress with each other in sync.

INTRODUCTION
That One Otter Game is a short, punchy couch co-op experience that combines physics-driven problem solving, playfulness, and chaotic collaboration.
Designed to be completed in a single sitting, the game places two otters in a handcrafted environment featuring diverse, quirky challenges, each one inviting laughter, experimentation, and a healthy amount of shouting.








Gameplay Philosphy
Whether solving a puzzle or chasing hats for no reason, players are constantly nudged toward collaboration, discovery, and laughter.
-
Short, varied co-op challenges that constantly change the player’s task and approach
-
A handful of versatile mechanics - grabbing, throwing, swimming, climbing - used in wildly different contexts
-
Low consequence, high expression gameplay, where failure is funny and experimentation is encouraged
-
A world designed for interaction, full of movable props, playful distractions, and physics-based toys
The game has been designed and created as a couch co-op experience. All game design choices, from UI prompts to challenge design and much more, prioritise in-person communication, visual clarity, and easy-to-pick-up appeal.

World interaction & experience
The park our little otters live in is filled with interactive props, hidden challenges, and goofy distractions.
From vending machines that can be used and toppled, to cars and playground devices, the world exists to support player expression and sandbox freedom.
Players are encouraged to get off-track, cause chaos, and invent their own objectives. We treat the environment as its own comedic tool, where physics, timing, and player collaboration can generate unique, unscripted humor.

Playtesting and Quality Assurance
From the early prototypes to final polish, we held internal and external playtests almost every week, often multiple times per sprint.
This constant feedback loop helped us make sure that every tweak we made actually improved the experience, not just on paper, but in the hands of actual players.
It allowed us to move fast and fail smart. New ideas were tested quickly, letting us course-correct before spending too much time on the wrong path. And it allowed us a moment to not just test for bugs, but also watch for smiles, laughs, frustration, hesitation, and unexpected moments of joy.
Player feedback, whether it was a tiny usability gripe or a big idea for a future mechanic, was consistently gathered, discussed, and factored into our design iterations. That open, collaborative culture around feedback became one of the project’s strongest assets as production went on.


