Daniel Francis
Ribb-Eats
Lead Designer
Development: May 2025 - Current
Engine: Unity 5
Platform: PC
Genre: Couch Co-op

Ribb-Eats
Ribb-Eats is a local multiplayer game where players control frogs working together to deliver food while co-driving a single chaotic vehicle. Each player manages a different part of the car, creating unpredictable and fast-paced gameplay that relies on communication, timing, and quick reactions. The game features tongue-based power-ups, pesky flies that interrupt deliveries, and a map designed to support both navigation and chaos.
Lead Designer
I led the design and development of Ribb-Eats, with a focus on systems design, level structure, and gameplay flow. My work included prototyping mechanics, building and optimising the game map in Unity, and coordinating with team members across disciplines to ensure a consistent and engaging player experience. I also contributed to key gameplay systems such as movement logic, UI transitions, and the core game loop.
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Level Design
Ribb-Eats is designed around chaos, communication, and constant movement. The map needed to feel like a real town but play like a playground. Roads are tight, corners are sharp, and every intersection invites trouble. I built the level to encourage yelling, confusion, and split-second decision-making, while still giving players enough visual landmarks to find their way.
The layout was built to be readable without ever feeling controlled. I placed shortcuts, alternate paths, and risky detours to keep the driving loop dynamic. Returning to the restaurant always feels slightly different. Every turn offers a chance to mess up or pull off something amazing. The level is tuned to reward teamwork but still let players mess with each other and cause mayhem.
I handled everything from greyboxing to final polish. I created prefabs, adjusted visual clarity, and constantly tweaked layout and flow based on feedback. The end result is a map that feels wild but holds together, even when everything goes off the rails.

Project Management
As lead designer, I also ran point on keeping the team aligned and the game on track. I set clear weekly goals, coordinated between design and programming, and made sure we were always building toward something playable. A lot of my focus was on keeping things realistic. We had big ideas, but I helped the team break them down into things we could actually finish and test.
I wrote documentation that made sense, ran playtests, and made sure feedback turned into action. I also worked closely with our coders and artists to solve problems quickly and keep momentum going. When the scope needed to shift, I helped re-prioritise without losing the core of the game.
I jumped between tasks depending on what the team needed. Whether it was refining the game loop, updating the tutorial flow, or jumping into Unity to adjust a prefab, I kept things moving and focused on getting the game into a shippable state.
