MILLENNIALZ

THE DEFINING GAME
OF A GENERATION.

2018  —  TBC

GAMES // MILLENNIALZ

+ Lead Designer

Shipped — TBC

VIEW GAME

A game about you - literally.

Yes, you. Keyboard warrior, follower-collector, avocado-buying virtue-signaler. They say you’ve wasted your potential - well we say shut up, dad. Your time’s here: pick up that phone, stare into the screen, and battle strangers online to become the ultimate Millennial.

The Journey

Millennialz still feels like the one that got away. It was the third game the “Jrump team” built together, and we were this close to shipping in 2019 before Wanderer understandably took priority. Ironically, it may be the best game we’ve made

It distilled half a decade of learnings into a hilarious, high-polish mobile experience: an endless-walker set in a city, where you dodge obstacles while simultaneously juggling a chaotic social life. Phone-style pop-ups parodying real notifications constantly try to pull your attention away, creating this great push-and-pull between focus and distraction.

On top of that, we built a huge in-game store called 'Glamazon', packed with hundreds of unlockable items to customise your Millennial. Combined with a flexible avatar system, it enabled millions of possible variations. The game is still sitting around 90% complete - we even took it to PAX East and play tested the beta extensively.

When we revisited it recently, the main question was still monetisation: how to land the right business model and player strategy. But we’d genuinely love to bring it to market one day.

Key Contributions

Made in Unity with the same Team the developed Jrump + Catty Crush, this saw us with sharper skills and better ability to execute exceptional games. My key contributions were :

+ Game Design: I designed all of the core mechanics and gameplay loops, working closely with the gameplay engineer to shape and refine them. I also mapped out the moment-to-moment, minute-to-minute, and hour-to-hour objectives to keep players engaged, and helped define the monetization strategy along with the UX and its integrations.

+ UI : I designed the game’s UI as well as integrating and animating the UI in engine.

+ Creative Direction: I led the overall creative vision, shaping a low poly, almost duotone stylised aesthetic, and kept the visuals and gameplay cohesive, polished, and engaging.

+ Marketing : I helped create marketing material including trailers, key art and socials as well as help create core marketing strategies.

+ Lead Designer

Shipped — TBC

TRAILERS & VIDEO.

IMAGES.

GET IN TOUCH.

ben@markby.games