top of page

Shoplifting in Progress

My Roles

Game Designer and Assistant Producer

Developed in

Unity Engine

Duration

February, 2026 - Today

Platform

Web and Mobile

Release

October 2026

Professional Full-Time
Intro

Cool Shirtz is a fast, hard, 3D endless runner made as an interactive marketing piece for an online shirt brand. The company has no physical store, so it had an idea: if customers can't walk into a shop, give them one they can rob.

 

You grab a shirt and run out of the mall with it. Security guards chase you, cameras try to spot you, and shoppers, kiosks, planters and escalators get in your way. You jump, slide, grind rails and change floors through three zones: the main mall, a department store and a goth-themed wing. The run is fast and gets harder the longer you last.
 

Everything is built for the "one more try" feeling. More than 50,000 people played it, and an online leaderboard kept them coming back to beat each other's scores.

PC

November 2023

image.png

Level Design & Balancing

20261007-1819-12.0731859.gif

I designed and built most of the playable content. The levels are generated procedurally from hand-made parkour prefabs: short obstacle sections that the level generator puts together in real time. I built and kept improving 28+ parkour prefabs and placed them into the difficulty curve.

Production

Building the run
  • Layout and pacing: As the design changed, I rebuilt the layout from a narrow track to 7 lanes and then 9, and added vertical paths with ramps, escalators, rails and a second floor so the run wasn't only side-to-side dodging.
     

  • Distinct zones: I gave each zone its own obstacles and look. The mall has kiosks, planters and fallen trees. The department store has changing rooms, mannequins, shelves and racks. The goth section has its own guards. I also built "breathing room" moments at the start of each zone so players could reset before the pace picked up again.
     

  • Readable obstacles: I tuned hundreds of colliders and checked prefab sizes and spacing so players could trust what they saw. If a player fails, it should be their mistake, not a hidden hitbox.

Balancing a hard game that still feels fair
​

​The brand wanted a game that was fast and hard, because the challenge is what makes stealing a shirt feel earned. But a hard game is fun only when players blame themselves for losing, not the game. My work started from one belief: players accept difficulty when the game is readable, consistent and fair, and they quit when a loss feels random. Every balancing choice was a way to test that belief.

Production
  • As an assistant producer, my job was to turn the client's marketing goals and feedback into a clear plan the team could build.
     

  • Task planning: I broke features and content into tasks for the programmers, set priorities and tracked progress through regular builds.
     

  • Client link: I collected client feedback (brand content, legal text, credits, regional support), turned it into concrete tasks and made sure it got done.
     

  • Hands-on producing: Because I also worked in the engine, I could do content changes myself, such as UI text, voice-over timing, audio levels, the credits screen and terms and conditions. That left programmers free for system work, and it helped me write more realistic tasks for them.
     

  • Release cycle: I helped keep a regular versioned release process (0.1.x builds) going, so the client always had a current, playable build to review.

Key Skills Applied

  • Level design: Modular, procedural level design; pacing; teaching the player through layout; designing for vertical movement

  • Game balancing: Data-driven difficulty curves, tuning speed and cooldowns, keeping a hard game fair

  • Unity: Building prefabs, tuning colliders, setting up cameras, materials and textures, organising project assets

  • Production: Breaking work into tasks, setting priorities, working with a client, delivering builds on a regular schedule

  • Collaboration: Version control with Git on a branch-based workflow, working across programming, art and audio

  • Marketing-driven design: Building a game that sells a brand's idea, in this case "steal from us," while still being fun to play

bottom of page