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Raccoon Revenge

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Game Info

Title: Raccoon Revenge

Company: MassDigi

Platform: iOS and Android

Genre: Action/Puzzle

Engine: Unity

Duration: Aug 2020 - Present

Team Size: 8 total

Project Status: Launched

Installs: 100+

My Role

Position: Producer/Design Intern

Major Contributions:

- Unity Cloud Build Implementation

- Interdisciplinary Communication

- Analytics Data Aggregation

- Level Design

- Asset Implementation

- Marketing Campaign Assistance

Store Links

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Project Summary

Snatcher the Raccoon's dumpster has been emptied. Go into the city and steal both the trash and treasures from the nasty humans in this top-down sneak-em-up. Sneak around the humans. Steal their garbage!

Raccoon Revenge is an action/stealth mobile game created back in Summer 2020 as a part of MassDigi's SIP program. I was placed onto this project as producer during its live ops phase. My objective during this project was to continue development and ensure it remained consistently updated through the following year. In pursuit of this objective, we had to look deep into the game and its analytics to identify the weak points in need of improvement and build on top of that. 

Responsibilities and Key Takeaways

Level Design

By looking at the falloff points through our analytics service, it became very clear that the early-game level design needed a redesign. Between the other designers and myself, we decided to split our efforts between re-arranging key level layouts and adding new mechanics to the game to break up the monotony. I participated in both efforts here, re-arranging level layouts in the first ten levels, as well as concepting up new ideas for hazards to be placed around the level. 

Backlog Tracking

The difficulties of being onboarded to a fully remote project at the beginning of the COVID pandemic are very apparent, and with such difficulties, the importance of effective task tracking and communication is clearer than ever. With this in mind, my primary focus of this project was to consistently track my individual developers' tasks and ensure clarity between disciplines. To achieve this, we used a mix of both Miro and Trello Kanban boards and organized month-long sprints to pursue major goals.

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© 2025 Bret Halkyard

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