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    Out of Stock! 2024 - 2025       

A frantic cooperative party game in colorful supermarkets inspired by the 60s. 
Out of Stock! is available on Steam

Team & Roles

Vision OwnerTechnical
Game Designer
and Producer in a team of 15, with 3 other designers, 5 artists, 5 gameplay programmers and a sound designer.

Software and tools

Unity, C#, JetBrains Rider, Github, Fork, Google Suite (Docs, Sheets, Slides), Adobe Suite (Photoshop, Illustrator, InDesign, XD)

Context

Master 1 school project in Supinfogame Rubika

Duration

12 months, half-time for 9 months then full-time for 3 months

My work

As a vision owner

  • Define the core experience of the game
  • Share the vision with the whole team and ensuring everyone goes toward a common goal
  • Frequently pitch the game to teachers or in forums and conventions

As a technical game designer :

  • Design and document core features, most notably AI behaviors and player progression (unlocking cosmetics and levels)
  • Work closely with artists and programmers to ensure features are correctly understood and implemented by the team
  • Programm key features, including : progression systems, saved files, accessibility features, local multiplayer, players data, ...
  • Help on some bugfix and integration, on : player interactions, AI behaviors, menus, VFX & Sound Design, some of them in network using Unity Gaming Service and Steamworks

About the game

Out of Stock! is a frantic cooperative party game where you play as retail employees in 60's inspired supermarkets. With a never ending flow of customers to satisfy, you need to be efficient and keep your store clean and welcoming : order stock, refill the aisles, clean the ground, checkout the customers, but most importantly : keep them happy, as their satisfaction directly impacts your score.

Out of Stock! is available on Steam since April 2025 (free demo) and October 2025 (release).

Genre : ​Cooperative Party Game
Players : Up to 4 players, cooperative, local and online
Camera :Top down, centered on the level (not moving)
Character : 
A retail employee who can order boxes, refill aisles, clean the ground and checkout customers
Controller and support : PC, either with a controller or with a keyboard
Target : Party game enjoyers who look for difficult cooperative challenges​


A journey

So far, Out of Stock! is by far the most interesting project I've worked on, for a lot of different reasons : 

  • It is the project I've worked on for the longest time, with about a full year of development.
  • We were a team of 15, my biggest team so far.
  • Out of Stock! has been released as a free demo and a full release game on Steam.
  • The game features an Online mode, which was totally new for me.
  • The game evolved, from a demo released in April 2025 with ten levels, t o a full game with 28 levels, a lot of new cosmetics, new gameplay elements and a fully reworked progression system.

Some challenges we had to face, as a team :

  • Handling a big team with designers, artists, programmers and sound designers over a long period of time.
  • Making our very first online game, with all the difficulties that come with, such as replication, lag, saves on multiple machines, etc.
  • Releasing a game on Steam, handling deadlines, communication on social medias, players feedbacks and negative reviews.

Some numbers (as of November 2025) : 

  • With 10 levels and 46 cosmetics, the demo gathered more than 4'000 players for a median time played of 13 minutes.
  • With 28 levels and 100 cosmetics, the released game gathered more than 1'000 players for a median time played of 49 minutes.

Designing for an Online game

Being the Technical Game Designer of the team, my tasks included :

  • Brainstorming with the rest of the design team to define major features.
  • Documenting core features such as AIs, progression systems, and some level design elements.
  • Prototyping menus and interfaces on Adobe XD, and following the integration with the UI artists and programmers.
  • Programming online or local features, including AIs, multiplayer connexion, Steam achievements, progression
  • Collecting anonymous data for future balancing patch notes.
  • Working with the art and programming team to add accessibility and translation features.
  • Bugfixing.

As Out of Stock! was my first online game, some challenges were :

  • Learning to use Rpcs, Unity Gaming Services and Netcode for GameObject.
  • Leaning Steam integration (authentification, lobbies, achivements).
  • Taking lag into account.
  • Handling with geographical restrictions, such as China preventing our Online mode to work at first.

One thing I'm particularly proud of is that we've been able to add multiple accessibility features : 

  • Full game translation in English, French, Italian, Spanish, Portuguese, German, Swedish and Simplified Chinese.
  • Colorblind modes
  • High-contrast modes
  • UI animations reduction modes
  • Quick inputs reduction mode
  • Easily readable fonts mode

In the following image, you can see the high contrast mode (non-gameplay elements are desaturated) and aisle icons for colorblind people.

The Team

GAME DESIGN
Enzo FERREIRA DE ALMEIDA - Level Design
Anatole MAROTINE - Game Design
Maxime PAWELSKI - Level Design, Q&A

GAME ART
Juliette BLONDEL - Art Director, Characters
Lucky COQUANT - Tech, VFX, UI
Amélie DEL NEGRO - Environment, Level art
Clara PROVILLE - Characters, Animations
Marine TEZENAS DU MONTCEL - Environment, Level art

GAME PROGRAMMING
Thomas DRUESNE - Network
Pierre FERRARI - Network

Mathieu MEZIERE - Gameplay, UI
Aloïs TUPINON - Gameplay

SOUND DESIGN
Eliot Transon - Sound Design, Musics

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