This is "Stuffed With Rage", which is free to play on itch.io, here! Stuffed With Rage is a 2-4 player couch co-op combat game where friends gather around one screen and battle it out inside an arcade, using 2D style platforming mechanics and 360° ranged weapons to try and be the last toy standing.
This was created during the Collaborative Games Development module at the University of Staffordshire in 2026.
As well as leading the team as Producer, I created the gameplay music and developed the audio system focused on clarity, energy, and player feedback. I helped guide the team of 25, over 8 weeks, to create the final result. See below for my process within these areas and the work I did for the project.
Some of the Penny Drop Studio's team and creators of "Stuffed With Rage" - University of Staffordshire 2026
Designed a loop-based gameplay music system built in MetaSounds, allowing seamless transitions between:
Core gameplay loops
Escalation states (e.g. sudden death)
Menu and Upgrade screen states
Music was composed at ~150 BPM in A minor to maintain energy and consistency with gameplay pacing, using hybrid orchestral and electronic instrumentation.
Implemented real-time mixing strategies to prioritise gameplay clarity:
Sidechain ducking applied to music when key SFX events occur (hits, knockouts, UI confirmations)
Ensured important gameplay cues cut through during high-intensity moments
Balanced frequency ranges between music and SFX to reduce masking
This approach supported player awareness and responsiveness in chaotic multiplayer scenarios.
Designed and integrated SFX to reinforce:
Player actions (jump, shoot, hit, knockout)
UI interactions (menu navigation, confirmations)
Game state changes (round start, sudden death, results)
Focused on strong transient design and toy-like material qualities to match the game’s playful identity while maintaining clarity.
Structured audio systems with a focus on:
Scalability (easy to extend for new events or states)
Separation of music and SFX layers to maintain clarity
Event-driven triggering for responsive audio behaviour
Ensured audio supported both game feel and usability, not just aesthetic.
As Producer, I was responsible for:
Setting up and maintaining Microsoft Planner for task tracking and sprints
Breaking down high-level goals into actionable weekly tasks
Ensuring alignment with core game loop and vertical slice requirements
Running feedback loops through playtesting and iteration cycles
Identifying risks and adjusting scope to maintain delivery targets
I acted as a bridge between disciplines, ensuring art, audio, animation, design, and implementation remained aligned throughout development.
Designed and implemented structured playtesting feedback systems, combining:
Quantitative questions (rating mechanics, clarity, feel)
Qualitative feedback (player experience insights)
This allowed the team to:
Identify gameplay readability issues
Improve onboarding and feedback clarity
Iterate based on real player behaviour rather than assumption
Built a fully integrated gameplay audio system for a multiplayer game
Demonstrated production leadership in a cross-discipline team
Applied technical audio solutions (MetaSounds, ducking, event systems)
Delivered audio that supports both player experience and gameplay clarity