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Undelivered is an exploration-based 3D puzzle platformer game where you play as a small, solar-powered robot helping the island's residents repair their boat. Stay in the light and use your grapple-arm to traverse the tumbledown island, and solve puzzles to collect the resources needed to sail away. Due to be released in Q4 2026.

UNDELIVERED

Client

PlaySide-logo.png

Platform

PC Game

Steam release

Roles

Producer

Designer

Duration

26 Weeks

Engine

madeWithUnity.png

Team

8 people

Created in partnership with PlaySide Studios, Undelivered is a game about a small robot exploring a big island, assisting it’s residents. Provided with the brief of creating a ‘small, polished game’, Undelivered is a short but beautiful experience, packed with stunning visuals and unique combinations of mechanics.

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My largest project so far as producer, I oversaw an 8-person team from pre-production through to shipping phases. Utilising a combination of several Agile frameworks, I managed the team over the course of 26 weeks of development. Undelivered is due to ship in late October 2025 on Steam.

Production Skills

  • Sprint planning and Road mapping – Splitting development into 13 fortnightly sprints, and planning each one according to key milestones and dependencies.

  • Stakeholder communication – In charge of all communications with PlaySide, including facilitating and running meetings, communicating key milestones and sprint reviews, and keeping the team on track for all required deliverables.

  • Scope monitoring and cutting – Was the driving force behind keeping scope in check, which included various scope reductions throughout the course of the project as team circumstances changed. Features were triaged with MoSCoW principles and hours budget assessed, allowing me to make data-backed scope reduction decisions and making it easier for the team to buy in.

  • Facilitating several Rituals with the team, including regular Scrums and Sprint Reviews, as well as individual meetings with team members.

Further Production Skills

  • Backlog management and analysis – producing key artefacts such as Burndown Charts and Team Productivity stats to visualise progress and data for the team.

  • Pitching – Wrote and delivered the game’s pitch and slides to both the PlaySide team and teaching staff

  • Adapting production styles to the team’s needs, even when it created more work for myself. Some examples include:

    • Adding in any requested features to the project management spreadsheet to make it more user friendly

    • Regularly pinging team members for reminders of their upcoming tasks and progress check-ins

    • Dedicating time to filling out project management with/for team members through discussion, as opposed to leaving them to do it alone.

  • Planning and road mapping all deadlines associated with a Steam Release

Design Skills

  • Level design - Arranged puzzles into a coherent level experience. Prioritised setting distinct visual goals to provide player with defined targets in gameplay, and did the first pass of set-dressing the environment. 

  • Facilitated and ran many design meetings, discussing design direction, player experience, puzzle concepts and core mechanics

  • Provided feedback and elaborated upon existing puzzle concepts proposed by the rest of the design team

  • Facilitated and participated in many collaborative brainstorm sessions, usually surrounding puzzle design and mechanics

Collaborators 

Jamie Robinson

Lead Programmer

Designer

Ellan Ngo

Lead Artist

2D/3D Artist

Olivia Shepherd

Programmer

Maeve Chamberlain

Programmer

Marketing Lead

Alex Ribich

Designer

Evelyn Coombs

Designer

Harry Baxter

3D Artist

Animator

Special thanks to Jono, Harley, Benjamin, Jake and Ryan for their assistance throughout various phases of the project

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