Mouse P.I. For Hire

Join private investigator Jack Pepper on a guns blazing, jazz-fueled adventure in MOUSE: P.I. For Hire. MOUSE combines the charm of hand-drawn rubber hose animation inspired by the classic cartoons of the 1930’s with the adrenaline and action of an explosive first person shooter.

Genre: FPS Noir Boomer Shooter | Team Size: 60 | Project Duration: 1 Year 3 Months | Engine:‍ ‍

Technologies Used

  • Unity

  • GoTestify (Playtesting)

  • Proprietary Behaviour Tree System

  • Proprietary Dialogue & VO System

  • PowerSprite Animator (by PowerHoof)

Design Overview & Highlights

  • Designed & built ~12 Bosses with a team of 13.

  • Built x3 Levels from greybox to arted & end-to-end experiences.

  • Refactored character controller to modern day FPS standards.

  • Game has over 1 million sales & players.

  • Responsible for multiple demo’s - Hands on & off, Media Previews.

  • Lots of my work used for demo’s & marketing material - IGN [1] [2].

  • Fork & Git

  • Visual Studio & Rider IDE’s (C#)

  • Miro

  • Confluence & Jira

  • Photoshop

  • Slack

  • Discord

  • Notion

  • Google Docs & Spreadsheets

  • Zoom

Vic Gatore

Boss Design

Robo-Betty 1

I led a 13+ multidisciplinary team to design, scope, and deliver ~12 major boss encounters. Translating paper designs into playable & polished end-to-end combat experiences. I was in-engine building and sequencing the boss fight from start to end. I oversaw and managed another designer - guiding them through boss design & in-engine implementation too.

I championed the creation & integration of a systemic boss intro cinematics. Being in engine and implementing intro sequences to each major boss. I established workflows, best practices & educated my multi-disciplinary team members (design, art, animation, audio, tech-art). I was able to delegate and then oversee the creation of multiple intro sequences. The cinematic toolset was additionally adopted game-wide by narrative designers and level designers to create context appropriate cinematic moments.

I advocated for and prototyped extra script & dialogue for both the player character and bosses. This added a vessel for extra mechanical feedback, player guidance, storytelling and flavour. I collaborated with Fumi’s lead narrative designer, presenting placeholder but intentional design led dialogue. They then turned placeholder lines into final dialogue, well written cues. All of the additional dialogue we created ended up getting fully voice acted and implemented into the game.

Boss Playthrough Videos

Robo-Betty 2
Crooked Officer
Bandel’s Lab
MiceGuffin Macleod

Level Design

I evolved 3 levels from initial greybox layouts into fully arted, playable end-to-end experiences. Intentionally improving player traversal, level guidance, structure & geometry, sequencing, spectacle, combat and encounters. Level designers continued elevating these levels while I moved on to focus on bosses. Additionally, I continued to support and guide 2 level designers on their collective 6+ levels over the duration of the project.

Clergy Row

Character Controller & Abilities

Robo-Betty 3
Cpt. Simms
Videos from a player: Ben-Gun | Thumbnails From In-Game
  • Led an internal team of:

    • +1 - Game Designer

    • x3 - Programmers

    • x2 - Producer

    • x1 - Audio Designers

    • x1 - Audio Engineer

    • x2 - Technical & VFX Artists

    • x2 - 3D Artist

    • x1 - Quality Assurance

  • Collaborated with x5 Fumi 2D / 3D subject matter experts.

    • Including CEO & Lead 2D Animator/Artist.

    • Boss animation requests & implementation.

  • Collaborated with Fumi’s lead Narrative Designer.

Third Ex-Wife MMP Plan Example - Miro

WIP Section

  • Boss Health Bar Visual Feedback (Chips, Decay, Shake, Portrait Animations).

Third Ex-Wife Boss Intro & Storyboard
Robo Betty 1 Boss Intro & Storyboard
  • Designed & directed 12 Boss encounters from end-to-end dev cycle.

  • Built, owned and maintained 8 boss encounters over dev cycle.

  • Prototyped, scoped & directed 12 Boss intro cinematics + VO.

  • Boss mechanics, combat, phases & abilities, game feel & doco.

  • Arena design to facilitate and support boss & player mechanics.

  • Level design and sequencing of lead-up & wrap-up of boss fights.

  • Behaviour Tree setup & maintenance.

  • Consumables placement & respawn setup.

  • Checkpoint setup & maintenance.

  • Minimum loadout config (Grant ammo if starting/dying to a boss).

  • Dialogue/Script engine imports & maintenance.

Boss ‘MMP’ Planning Showcase - Example


Boss Health Bar Feedback & Game Feel


Videos from players
  • Wrote script for worldbuilding, player guidance and mechanics.

  • Storyboarded proposed ideas & changes.

  • Injected in-level cinematics & spectacle moments.

  • Guided other level designers on theory and technical Implementation.

  • Collaborated with Fumi level & narrative designers on level intent.

  • Provided constructive feedback to Fumi level designers.

  • Pitched flow, sequencing, interaction & spectacle improvements.

  • Responsible for multiple hands on / hands of demo’s

    • Initial Summer Games Fest Hands Off Opera Demo.

    • Hands on Media demo.

    • Led the quality and player experience.

    • Championed requirements for visual and sonic polish.

  • Evolved greybox levels into fully sequenced & playable end-to-end.

  • Championed flavoured gameplay moments & spectacle.

  • Interactable object setup & logic sequencing.

  • Encounter design & combat pacing.

  • Consumables, checkpoints & save point placement.

  • Structural, flow, framing & set dressing improvements.

  • Lighting to support gameplay.

  • Occlusion culling & navmesh setup + maintenance.

  • Level borders & collision passes.

  • Mitigated sequence breaks & exploits.

  • Collectibles & Secret area setup.

  • x9 Safe Placement & Interior configs.

Third Ex-Wife
Von Harzer

General Boss Responsibilities & Tasks

Curdsville Nuthouse

Level Design Responsibilities & Tasks

I spearheaded a small multi-disciplinary team to refactor and uplift the character controller & abilities. Focusing on stability, reducing clunkiness when traversing, and exposing design variables to tune and nail game feel. Ultimately this led to the movement and control feeling like a modern day FPS.

Movement | Jump & Double Jump | Crouching | Sliding | Dashing | Helicopter | Kicking | Grappling Hook | Wall Run | Wall Climb

Dashing
Grappling Hook
Kick - Enemies
Kick - Barrel
M. Soyer & J. Pierogi
Ze Professor Boss Intro & Storyboard
  • Actively scheduled & facilitated team-wide feature kick-off meetings.

  • Facilitated and lead Bi-weekly PlaySide / Fumi design syncs.

    • Showcasing work, presenting problem/solution spaces, providing constructive feedback, scoping, deliverables & stakeholder management.

  • Analyze playtesting feedback & data from GoTestify.

  • Prioritize & propose solutions based on playtesting feedback & data.

  • Sprint planning & sprint goal criteria.

  • Boss team task & workload allocation + prioritization.

  • Roadmaps, risk management & milestone definitions.


Boss Storyboard & Outcome Examples

Core Design Responsibilities

Miscellaneous Design Contributions

Level Exit Car Visual Language

Context
In multiple levels across the game, the players’ car is used to exit the current level. Mouse established a design language that anything important that the player can interact with has an outline shader + motion.

Problem
Initially, the players’ car deviated from the established design language. It looked like a static object that blended in with the set dressing.
Only if they stumbled upon the right position and look angle would the prompt show.
Players weren’t identifying this was something they should interact with it - they missed it.

Solution
I championed for Jack’s car to use the established design language - adding texture variants, outline shader, motion and a spatialized audio sfx. Leaning into what players had already been taught - if it looks like this, it’s interactable. This change always made it stand out in the environment and players always felt they could and should always use it.

Game Design Contributions

Safe Visual & Lockpicking UI Update

Context
In each level, there are 3 safes that the player can find and unlock. One of each difficulty:

  • Easy - Infinite moves, no time limit, causes damage on fail.

  • Medium - Infinite moves, has a moderate time limit, causes damage on fail.

  • Hard - Exact move amount, very short time limit, causes damage & locks itself on fail.


Problem 1 - No Distinction Per Difficulty Type
Initially - the exteriors of the safe were all visually identical. Players only found out what difficulty the safe was once they interacted with it.
It was quite punishing for the player to get surprised with move and or time limits.

Solution
I pursued each difficulty of safe to have a unique exterior visual. The darker the safe, the harder it was. This consistently allowed players to know what to expect, before they opened the safe. I.E: Easy = no pressure, Medium = Time pressure, Hard = Time pressure & move limits.

Safe - Easy
Easy
Safe - Medium
Medium
Safe - Hard

Hard

Problem 2 - Unnecessary Lockpicking UI
Across all safe 3 difficulties - the moves remaining & timer UI always showed but displayed unnecessary information on easy and medium.
Easy displayed 999 moves and a timer that felt like it never ticked down. Medium displayed 999 moves but a timer that ticked down normally. It was misleading and cluttered the UI without reason. Safes with timers didn’t have audio that added tension/pressure as time lowered.

Solution
I proposed that lockpicking UI should only ever display relevant UI information per safe difficulty. Audio was added to reflect remaining time.

  • Easy - Hid all of the UI.

  • Medium - Showed only the timer UI; Added timed pressure audio.

  • Hard - Showed moves remaining and the timer UI; Added timed pressure audio.

Mouse_Safe_Interior_BeforeAndAfter
Hard Lockpicking UI & Audio Example
All Lockpicking UI - Before & After Example

Boot Sequence & Troy Baker Tune

At some point, the Audio & Voice Recording team got Troy Baker to sing along to the main menu theme of Mouse. The entire team was in love with it as soon as we heard it - but it went unused for a good while…. Testing a fresh build one day, I’d noticed that the boot sequence of the game just felt a bit… empty - up until the main menu fades in and the music hits. I suggested to one of the audio members that we should try inject Troy’s singalong into the booting splash sequence. A few minutes later, and Troy’s Jack Pepper tune was in - and the teams loved it!
I love that we could find a place and squeeze in just a bit more of flavour. What better way to start Mouse than to be greeted by Troy Baker.

Boot Splash Screens To Menu Flow
  • [Unreleased] Curated Boss Per Difficulty Scaling System.

  • Cheese & Health Potions Cure Damage Over Time effects (DOT’s).

  • TNT fuse VFX & lighting.

  • Updated Freeze Gun Beam Impact VFX readability.

  • Von Harzer & Milford Soyer Render Texture Setup & Maintenance.

  • Controller vibration tuning.

  • Input remapping & default input schemes.

  • Established design language for golden path destructible walls.

  • Advocated for spatial audio on typewriters.

  • Tutorial Poster Setup & Placement.

  • Guiding voice recording sessions with internal Voice Actors.

  • Identified and created over 200 bug tickets during development.

  • Fixed upwards of 100 bugs.

TNT Quick Throw Update

Context
TNT was exclusively equipped through the weapon wheel. It remains equipped, until it’s swapped out. TNT’s ammo capacity is 5.

Problem
To use TNT and swap back to a gun requires a minimum of 7 interactions. More if you include aiming reacting to changing combat situations.

  • 1 → 3 = Open Weapon Wheel, Select TNT, Close Weapon Wheel.

  • 4 = Throw TNT.

  • 5 → 7 = Re-open Weapon Wheel, Select Desired Weapon, Close Weapon Wheel.

This caused too much friction and meant players were never using TNT - especially with it’s low ammo capacity. Subsequently, it meant that players would never want to or need to pick up more TNT ammo throughout levels.

Solution
I pursued allowing TNT to be thrown instantly from a single (remappable) button press - similar to older and modern FPS titles. Throwing TNT then auto-equips the previous weapon quickly. This resulted in removing practically all friction from throwing TNT. Additionally, I updated the TNT to explode immediately on contact with enemies. These changes made it a viable and effective part of the players combat toolkit. This also meant players more actively picked up TNT ammo in levels.

Weapon Wheel Slow TNT Throw
One-Input Quick throw TNT

Credit

Mouse: P.I For Hire - Official Accolades

Mouse: P.I. for Hire – Exclusive Boss Fight Gameplay | IGN First


IGN Article

MOUSE P.I. For Hire - Official Boss Fight: Robo-Betty Trailer | Convergence Games Showcase 2026

IGN Article

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