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Hamster Ball Cool Pool

Platform

Engine

Duration

Team Size

Role

PC

Unity

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Four Days

4

Game Design

Programming

Overview

Developed using the HappyFunTimes Unity plugin, Hamster Ball Cool Pool is a multiplayer party game for up to 100 players. Players control hamsters in plastic balls, racing to collect carrots while dodging a cue ball that can knock them into the pockets of the table. Upon falling in, that player's score is reset and wiped from the leader board.

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Each player has a boost button which they can use for a short burst of speed in the direction they're facing. This can be used to steal a carrot before someone else can reach it, or to knock unsuspecting players into the pockets of the board.

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The game is designed to be played indefinitely. The HappyFunTimes system allows users to connect to the game using their smartphone as the controller. With this in mind, the game is designed to allow for dozens of concurrent players to drop in and out at their leisure, vying for leader board supremacy. 

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Project Roles

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  • Integrated the HappyFunTimes Unity plugin and modified existing C# scripts to accommodate design specifications

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  • Designed, implemented and iterated on core gameplay mechanics

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  • Wrote custom scripts to influence player behavior with RNG elements in the form of an AI cue ball, programmed in Visual Studio (C#)

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  • Developed and maintained Game Design Documentation

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  • Collaborated with Lead Artist to develop art assets that informed gameplay features

 

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Design Challenges

Design a game using the HappyFunTimes plugin, that can be played by dozens of players at once

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Development Process

Given the scope of the game​ in terms of player count, design considerations had to be made with regard to game balance and, perhaps more importantly, providing a suitable challenge outside of other players. To this end, two features were implemented to alleviate this concern. This first was a scale-able camera that zooms outwards relative to the number of players on screen at once. While the field of view increases, the actual size of the players and board relative to one another remains uniform, preventing any inconsistencies in terms of gameplay. The second feature was the addition of more cue balls relative to the number of players on screen. We found that matches with upwards of twenty players became somewhat uninteresting, with only one cue ball to avoid. As such, we implemented additional cue balls which spawn and disappear whenever the player count goes above or below intervals of twenty. These design measures ensure a rewarding and challenging gameplay experience regardless of external circumstances.

© 2015-2025 Nicklas Steffensen

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