Animated Pitch

In an interactive studio at NCSU, we explored the underused capabilities of mobile devices to concept and pitch our own innovative game ideas. My pitch, Get Home Fatty!, takes advantage of a device’s gyroscopic tilt functionality to simulate the shifting weight of an obese character’s movement, like that of a marble maze, as the player tries to “roll” themselves home as fast as they can.

Inspired by South Park, and my own after-school experiences, the game humorously satirizes sibling rivalry and nostalgia. The pitch was a hit with the college-age group, and some computer science students even helped develop a working beta version of the game for Android. My process materials are shown here.

Objective:
Get home as fast as you can! If you beat your brother riding the bus, you’ll enjoy the last remaining after-school snack. While the bus is faster than you, it must also stop at each blue house on its route to drop off the other kids, giving you a chance to win this epic after-school snack race. Will you taste victory, or look on helplessly as your nemesis devours the delicious trophy?

Ideation

Character Design Process

Backstory:
You are George (aka fatty), a 12 year old middle-school boy whose life revolves around video games and dessert. You are overweight, larger than all the other kids, and nobody seems to like you. You’re always uncomfortable except when safe in your bedroom playing games. In them, you’re awesome. In real life, you’re an anxious, sweaty mess.

Gameplay Notes

In a fully realized version of the game, each level would have new and increasingly difficult obstacles culminating with an entertaining splash illustration of your intensely joyful victory binges or devastatingly envious failures. The over-the-top drawings and humorous obstacles act as rewards for playing and incentives to see what horrible thing could possibly come next on your continuing races with the bus.

On a conceptual level, the game intends to elicit memories of childhood after-school adventures from the audience in a fun yet exaggerated self-deprecative way. In addition to helping the audience laugh at themselves, the game attempts to demonstrate the significance of seemingly trivial things to an insecure child.