Under Construction

After a recent & unexpected redundancy from Playside - I’m in the process of updating my Portfolio, CV & LinkedIn - Sorry, bare with me <3 - I have 5 years worth of experience to add!
Please reach out if you’d like to chat.
Email: nlyness005@gmail.com
LinkedIn: Nic Lyness | Recommendations

Mouse P.I. For Hire

Genre: … | Platforms:
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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.

Design Responsibilities - Overview

On Mouse P.I For Hire I led a 13+ multidisciplinary team to design, scope, and deliver ~10 major boss encounters. Translating paper designs into functional, playable & polished end-to-end combat experiences.

I championed the creation & integration of a systemic boss intro cinematics. Being in engine and adding/implementing intro sequences to each major boss in game. I established workflows, best practices, educated my multi-disciplinary team members (design, art, animation, audio). 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.

Similarly to boss intro cinematics, I advocated for and prototyped extra script/dialogue for both the player character and bosses. This added a vessel for extra storytelling & flavour, character development, mechanical feedback & player guidance. 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.

I spearheaded the refactor and uplift of the character controller & abilities. This reduced clunkiness, increased fluidity of traversal brining the quality to meet modern day FPS titles. Additionally I guided a muti-disciplinary team to empower the game feel of character movement & player abilities.

I evolved 3 levels from initial greybox layouts into fully arted, playable experiences while intentionally elevating player experience, environmental storytelling, guidance, and spectacle. Level designers continued elevating these levels while I moved on to focus on bosses.

Core Game Design Responsibilities

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Game Design Contributions

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Misc Responsibilities

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Technologies Used

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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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