A quirky first-person game where precision aiming meets absurd challenges.
Pee to the Future is a quirky first-person game where players control the urine stream of a drunk man to complete absurd and hilarious challenges like filling up a toilet bowl, spraying cockroaches off a urinal and other unconventional tasks.
With simple one-input gameplay, players must master precision and aim across uniquely designed and decorated levels.
Originally created for the VGC Jam 2023, Pee to the Future released on itchio on 2023.
As the Project Lead on a team of nine for the VGC Jam 2023, I coordinated development efforts while making significant hands-on contributions to the game's design and technical implementation within the one-week timeframe.
Key Contributions:
Game Systems & Level Design: Developed the core aiming mechanics and physics-based stream interactions (C#). Designed distinct level layouts and challenges (Medieval, Bar, Construction Site).
Technical Implementation: Handled core gameplay programming (C#). Implemented scene lighting, UI elements (Canvas and diegetic approaches), and developed custom visual effects including shaders for the "drunk vision" effect (ShaderLab, HLSL).
Artistic & Audio Direction: Defined the audiovisual identity, created/integrated 3D models, and managed the implementation of the dynamic sound design and music.
Production & Coordination: Led the team using agile principles, managed task allocation (e.g., via Trello/HackNPlan - mention tools if applicable), and ensured an efficient workflow to successfully deliver the game within the 7-day jam constraint.
Developed over a single weekend, these prototypes quickly refined the core idea:
Prototype 1: Core Mechanics & Feedback – Established the foundational aiming system and stream control. Implemented key visual feedback for the stream using Unity's particle system. Added initial gameplay elements (ammo/score). Focus: Validate core interaction.
Prototype 2: Diegetic UI & Immersion – Explored removing standard UI Canvases, shifting progress indicators to be fully diegetic world-space elements rendered directly in the scene. Added prototype arms/body for enhanced first-person immersion. Focus: Enhance immersion & explore alternative UI.
Prototype 3: Visual Polish & Gameplay – Introduced a visual overhaul implementing custom post-processing shaders via Unity's rendering pipeline for the "drunk effect". Added a new gameplay mode and built first iterations of level geometry. Focus: Define visual style & expand scope.
The music was composed in the same key and at a similar BPM to ensure smooth transitions between levels. While maintaining the original elements, each track was tailored to reflect the distinct atmosphere of its respective level... with collaborating artists adding their own stylistic flair.
Main Menu (Reference Track): A slow jazz piece with minimal percussion, featuring a deep bass groove, a sultry saxophone solo, and a drifting piano melody that evokes a sense of weightlessness.
Medieval Level: Traditional instruments like harp and bagpipes reinforce the setting, supported by a defined tambourine and hand drum rhythm section for an authentic folk feel.
Night Bar Setting: The ambiance hinges on the background music—a pulsing electronic beat with deep bass, layered synths, and a low-pass filter to mimic the muffled sound of music heard from a crowded party bathroom.
Construction Site (Final Level): Designed to emulate retro arcade games, the track uses chiptune-style synths and noise machines, matching the fast-paced, arcade-themed gameplay with an old-school digital edge.