Teletubbies: Custard Chaos

Narrative | Game Design | QA

Narrative | Game Design | QA

Teletubbies: Custard Chaos is a game set in the same universe as the 1990s TV show. Players are teleported to Teletubbyland and must face a series of challenges, all guided by the narrator, to help the Teletubbies fix the Tubby Custard machine.

It was a very fun and enriching project developed in partnership with WildBrain, the same company responsible for Snoopy, Strawberry Shortcake, and other works.


Responsibilities

📚 All narrative and writing for the game

🗃️ File organization

👥 Playtest coordination

⚙️ Mechanic creation

⚖️ Parkour balancing and progression


Highlights
  • Narrative implementation focused on the storytelling model presented in the series, using the narrator as the main guide for progression

  • "Photo Room" idea to encourage players to interact on social media, sharing images of their avatars with the available equipment and the room layout created by distributing various decorative items programmed in single player (so each player could customize the room as they wished)

  • Quests that feature specific interactions based on common elements from the series, from a perspective that gives the player more freedom, such as activating the windmill, chasing rabbits, climbing the Dome, and dancing to "Baby Sun"

  • Gameplay progression that takes the player to the Dome, where You're presented with the game's main quest: enter the tubby cream machine and complete parkour to help the Teletubbies fix the cream leak.


Tools
  • Miro's whiteboard to brainstorm with the rest of the team and organize the entire quest and gameflow structure I developed for the game.

  • Google Sheets as a spreadsheet for dialogue and quests, with a responsive structure that allows you to track in real time what has already been implemented in the game.

  • ClickUp to organize timelines and distribute all tasks and feedback from playtests.


👇 Below, you can see a better view of how I organize my work.

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