Marrow Tap

Work · Case study

Slutty Bass

Full game delivered in ~8 weeks by an assembled team of 15+ artists and developers.

≤3s loop TODO §16 · hero media — gameplay clip or screenshots

Slutty Bass came in with a hard deadline and a scope that no solo developer could hit alone. That made it exactly the kind of project the Marrow Tap production model exists for: one technical lead assembling the team the project actually needs.

To deliver a full game on that timeline, I coordinated a production team of 10–15 artists and 5 developers — while staying the client’s single point of contact. The client talked to one person; the team shipped a complete game in Unity, from first commit to release build in around eight weeks.

Developed for the client and published on their itch.io page.

TODO §16: client naming pending owner decision/permission TODO §16: gameplay clip / screenshots TODO §16: owner review of narrative TODO §16: platforms list
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