Track Your Order: Shoo, Box!

You’re a shoebox who loves your owner, but one day, they leave you behind in a hotel. You’ll do anything to reunite, even if that means growing legs and walking out the door! Use special abilities from shoes you find to solve puzzles in this heartwarming adventure.

Shipping Updates

A photo of the paper prototype for the hotel. Different scraps of paper representing the shoebox, hotel furniture, door, shoe pickups, and maid enemy all arranged on a printer paper "room."

January 2020

Our team loved the idea of a shoebox with legs running around with different shoe powerups. Originally the game was going to be a competitive multiplayer, but we switched gears (shoes?) to a single-player game with a storyline.

We came up with our paper prototype for the first level area in the hotel.

As the UI artist for the team, I sketched out rough ideas for the HUD and menus.

February 2020

Game jam! Awkwardly coinciding with Global Game Jam, we still managed to put together a pretty polished version of our paper prototype. However…it was a little too polished. Our professor would’ve rather seen a broad overview of all of our levels, not just one good-looking room. Whoops.

During the jam, I liked the idea of retail tags for different shoe powerups.

After reaching our third sprint, we built our first playable prototype! The team was very grateful for the industry professionals who visited to give us feedback on our first level. This build also included a tutorial, with lots of elements from yours truly.

My personal challenge began next: storyboarding cutscenes…

With the onset of the pandemic, we transitioned to remote meetings, work, and playtests. Our larger class set up on Discord for sprint reviews, to more easily facilitate streaming and communication.

Unfinished airport to junkyard scene. The suitcase gets accidentally released from the plane's cargo hold and falls into a junkyard.

< — UPDATE: DELIVERY DATE DELAYED — >

March 2020

Our team decided to cut the junkyard level due to concerns about project scope. While sad to lose my story ideas it ultimately turned out for the best, as I could focus on improving scenes for the game’s other 3 areas.

Creating the cutscenes proved to be a bigger challenge than I initially thought. When drawing storyboards I put in too many small moving parts and had to cut down my ideas for each scene.

< — LABEL CREATED — >

April 2020

Much of April is spent fleshing out the last two levels of the game. I continue my cutscene work, but I also implement the credits sequence that plays in the last level.

Various pen sketch concepts for the Shoo Box logo

< — OUT FOR DELIVERY — >

May 2020

As we finalize development, I create the logo for the game as well as our legendary dev team, Team Leg n’ Dairy.

< — STATUS: DELIVERED — >

June 2020

Shoo, Box! gets one more coat of polish before being presented to the world. We make a page on Steam with custom art for banners, we launch our public discord, and we submit applications to game showcases in hopes more people will discover our little game.

A screenshot from the game with the maid from the hotel level entering the room, while the shoo box faces her.
Oh, are you approaching me?