Project Description

Hopster is a 2D puzzle-runner in which the player controls a frog crossing a hazardous terrain, in a race against time or friends.

Why this game?

Hopster was intended to be a showpiece for the company – a fully developed original mechanic, targeted for the platform with interesting social mechanics and fully developed meta-game systems.

The game features a multiplayer race mode against friends with ghosts representing actual player movements, a daily race mode where all of the player’s friends race on a set track for 24 hours, and a customization system that allows the player to dress his frog – and share it with his friends – via a gachapon system.

I gave game design feedback and shared game design advice and concerns, but my main position on this game was a producer – and it was a very complicated project to coordinate.

The team had leads in five time zones – game designers in California, an art studio in Poland, an art director in New York, QA and development in Ukraine, and a management team in Israel.

Also, a massive amount of art was to be created and signed off – including a lot of skins – and so I created a system that allowed scale delivery and signing off of materials.