ICKUMA
Game Designer
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Moo Moo Move hero
Game DesignDevelopmentTechnical ArtMochi Mode

Moo Moo
Move

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Tranzfuser 2017 — 1st Place, South Wales Funded Development Award · Original IP · Published on Steam 2019

Overview

Moo Moo Move is a casual arcade game about guiding chubby cows to safety across floating islands. UFOs, poachers, ice and more stand between the herd and their next meal. It's down to the player to get them there.

The project began as a 3rd-year university project, entered Tranzfuser 2017 (South Wales), won funding for continued development, and was released on Steam in 2019 as the first title from Mochi Mode, the studio I co-founded.

My role covered design and development across the full game: player character movement and ability mechanics, cow herding and grouping logic, UI design and implementation, overworld and level loading, save game states, and Steam API and achievements integration. I also designed core level mechanics including UFOs, bulls and bounce pads, handled level lighting throughout, and managed the Steam deployment and repository for release.

The system I'm proudest of is the cow herding logic. When the first cow enters a set radius around the player, it's allocated as the "king cow," which then dictates a forward direction pointing away from the player. A target location is calculated a set distance ahead of that direction, and every other cow entering the king cow's radius moves toward that same point. The result is a herd that holds together and doesn't constantly collide with itself. It went through several iterations before landing on this approach, but it held up well across the full game.

One system I'd revisit is fence avoidance. What shipped works, but it's not as clean as I wanted within the timeframe. I prototyped a two-collision approach: a tighter collider for the player, and a slightly inset one for the cows, so a player could get behind a herd bunched against a fence without clipping through it. Looking back, that approach was stronger than what shipped, and it's something I'd implement properly given the chance.

Contributions

Player character movement and ability mechanics: design and implementation
Cow herding, grouping and directional logic, including the "king cow" targeting system
UI design and implementation across menus, HUD and player feedback
Overworld and level loading logic
Save game state system
Steam API and achievements integration
Level lighting across all environments
Core level mechanics design: UFOs, bulls and bounce pads
Steam deployment, repository management and release

Screenshots

Trailer

Clips

Pond Level — Hazard Navigation
Herd Mechanics — Player Control

Signal Acquired

Moo Moo Move found its way onto stream entirely by chance. A content creator was using Marbles on Stream, a live marble-race randomiser where the winning marble selects the next game to play, and the marble landed here. What followed was an unscripted, unfiltered broadcast to their audience, with no preparation on either side. Not every transmission is by design. This one aired anyway.