Pachinko Slaughterhouse is a game designed entirely by the Among Elusions team, which I founded with like-minded developers. The goal was to create an arcade puzzler the satirizes the food industry and the consumption of livestock. Thematically we hoped to encourage people to draw there own opinions about a difficult topic.



Game Designer

As the primary game designer on the project, I designed the core gameplay and authored design documentation that would guide the team. Designed for mobile, we wanted to create bite-sized game sessions that would span 2 ~ 3 minutes. Additionally, all the controls were designed to be tap, swipe, or context-sensitive. These controls allowed us to create various obstacles and power-ups that are both intuitive and easy to use but difficult to master.

As the designer on this project, I also oversaw the development of all the art assets for Pachinko Slaughterhouse. I worked with our 2D artist to develop a style that fit the unconventional theme of our game. Collaborating with our sound designer and composer was also critical to help reinforce the tone of the game.


Implemented many of the obstacles, game’s power-ups and the animals’ functionality. In addition I created randomized events and physics interactions.

Additional code includes setting up in-app purchases for iOS and Android achievements. Preformed game optimization and structured the games user interface.



LEvel Designer

Pachinko Slaughterhouse features 48 stages. As the primary designer, I worked on every level. Throughout development we made over a hundred levels. Through large amounts of test playing iteration and player feedback, I narrowed down the list to the 48 that made the cut. Each design had to meet several requirements:

  • Levels teach or reinforce a game mechanic.

  • Obstacle placement would intuitively guide players.

  • Stage completion requires an understanding of the mechanics

  • Levels should guide players to a solution not show them.

Additionally, each level had three tiers of completion based on the player's score. We carefully tested these levels with players of varying degrees of skill to decide on how to set the goals.