Mama Hawk

Game Design · Level Design · Creature Design · Programming · Mobile Development

Summary

Mama Hawk is a mobile action-arcade game developed by the indie collective GUMBO in collaboration with ComputerLunch, where players control a hawk mother as she hunts animals, avoids hazards, and feeds her growing brood of chicks. Featuring expressive 2D animation, handcrafted puzzle encounters, and a lively ecosystem of creatures with distinct behaviors, the game blends action, timing, and playful problem-solving.

During development, Mama Hawk was showcased at several major public events, including PAX East, Otakon, YouTube Space NYC’s Frederator Indie Night, NYU Game Center Playtests, and Play NYC, where it was selected as one of the show’s Favorites of Play NYC.”

I joined the project as a Level Designer, but quickly grew into a hybrid role encompassing Game Design, Creature & AI Programming, 2D Animation Integration, UI support, worldbuilding, environmental effects, and production coordination. I created levels, designed and implemented many of the game’s creatures, tuned difficulty, optimized mobile performance, and supported public demos.

All of my work shipped in the final game.

Main Website (Computer Lunch) • Apple Store

Project Overview

Mama Hawk’s art and visual identity were created by Kati Nawrocki, whose hand-drawn characters and environments formed the heart of the game. I converted these assets into animated, functional Unity components and helped build the worlds they inhabited.

The project was led by Andrew Garrahan, with AI architecture created by Roman Sharf. I collaborated closely with Andrew, Kati, Roman, Mike, and the broader GUMBO team to bring both gameplay and presentation to life.

My work contributed to:

  • Level design & worldbuilding

  • Creature behavior & puzzle encounters

  • Environmental & atmospheric effects

  • UI design & implementation

  • Animation integration

  • Difficulty balancing & progression tuning

  • Public playtesting & production support

Tools Used

  1. Unity (C# scripting, animation system, scene building)

  2. SourceTree + Git (version control)

  3. Xcode (mobile debugging & device testing)

  4. Trello (task management & sprint planning)

  5. Google Analytics (event tracking & user understanding)

  6. Photoshop (sprite formatting & asset preparation)

What I Worked On

Level Design & World Building

I designed and built levels across multiple worlds, responsible for both structure and aesthetics:

  • Designed platform layouts, traversal paths, and level pacing

  • Placed Baby Nests, hazards, and creature spawners

  • Converted Kati Nawrocki’s art into Unity-ready sprites and animated assets

  • Created layered parallax backgrounds for depth and motion

  • Added weather effects like rain, drifting leaves, and atmospheric motion

  • Decorated scenes to support readability, game feel, and player flow

These levels were crafted to support Mama Hawk’s swipe-based movement and creature-driven puzzle challenges.

Creature & Gameplay Programming

A major design pillar of Mama Hawk is its ecosystem-based puzzle encounters. Every creature behaves differently, forcing players to adapt strategies, read movement patterns, and plan timing.

Working within the AI foundation created by Roman Sharf, and under the direction of Andrew Garrahan, I designed and implemented many of the individual creatures and their behaviors, including:

Creatures I developed:

  • Crows — fly across screen in varied patterns; test timing & prediction

  • Deer — sprint away when spotting Mama; encourage stealth & flanking

  • Bunnies — hop rhythmically; teach movement anticipation

  • Gophers — hide in underground holes; add patience-based puzzles

  • Skunks — release stink clouds; introduce temporary area hazards

  • Pigeons — drop projectiles; bring vertical threat management

  • Fast mice — dart unpredictably; require precision timing

  • Jumping fish — leap rhythmically from water; form timing puzzles

  • Porcupines — shoot spikes; create mid-range projectile encounters

  • Road Runners — sprint rapidly; challenge interception strategies

Each creature had:

  • Line-of-sight logic

  • Distinct behavior cycles

  • Custom animation & timing cues

  • Puzzle intent within the level

  • Interactions with other animals (predation, blocking, hazard creation)

These behaviors were integrated into levels as expressive, readable puzzle challenges.

Production, Coordination & Playtesting

I supported development workflows by:

  • Managing tasks in Trello

  • Coordinating cross-disciplinary needs

  • Preparing builds for public showcases

  • Participating in playtests, including:

    • PAX East

    • Otakon

    • YouTube Space NYC – Frederator Indie Night

    • Play NYC

    • NYU Game Center sessions

  • Gathering feedback and iterating on levels and creature behaviors

These sessions shaped onboarding clarity, creature readability, and difficulty tuning.

UI/UX & Visual Systems

  • Assisted in designing and refining the in-game store UI

  • Added environmental polish to the overworld map

  • Ensured UI clarity and readability for mobile devices

  • Supported menu transitions and cohesive visual flow

Difficulty Balancing & Progression

I tuned moment-to-moment difficulty by adjusting:

  • Creature timing, speed, and aggression

  • Platform spacing and routeing

  • Spawn timing and density

  • Pickup placement and player risk balance

I worked alongside Genaro Vallejo, who managed overall campaign progression, ensuring each level fit naturally into the world’s difficulty arc.

What I Learned

Mama Hawk strengthened my abilities to:

  • Work as a hybrid designer–developer across art, code, and design

  • Build expressive 2D worlds with cohesive game feel

  • Create puzzle-driven creatures grounded in readable AI behaviors

  • Blend animation, timing, and layout into unified encounters

  • Balance mobile gameplay for clarity, speed, and user ergonomics

  • Iterate rapidly based on public playtests, including child-focused sessions

  • Collaborate across a multidisciplinary indie team

  • Connect creative decisions to product goals and retention strategies

  • Optimize mobile games for both performance and engagement

Personal Reflection

Mama Hawk was the project where I genuinely felt like a game designer for the first time.
It combined everything I love — expressive creatures, puzzle systems, worldbuilding, animation, and technical problem-solving. Working with a small, passionate team taught me how joyful and collaborative indie development could be. The experience shaped my design instincts and reinforced my passion for creating playful, character-driven interactive worlds.

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