
The Game
Synopsis
Code Title: Project Lava Escape
Platforms: Nintendo Switch & Switch 2
Budget Request: $1.5Million
Estimated ROI: 90 days post launch
Project Lava Escape is an up to 4 player co-op platformer where teamwork isn’t an option, it is essential. Designed for Nintendo Switch and Switch 2, this game blends the exhilaration of “the floor is lava,” escape room puzzles, and 3D platforming into a unique experience for all players.
Key Features:
Dynamic Gameplay: The environment constantly changes forcing players to think fast and move even faster.
Co-op Puzzle Solving: Work together to unlock doors, activate switches, and manipulate physics based obstacles just to start.
No Text, Pure Communication: Designed with universal accessibility in mind, all interactions rely on player intuition, expressions, and the story is communicated through character body language.
Innovative Controls: Motion controls, HD rumble, and one-handed accessibility options make the game enjoyable for all.
Adaptive Level Design: Levels change dynamically based on the number of players, ensuring fresh challenges every time.
Perfect for Couch & Online Co-op: Play locally or online, with each number of players providing a different experiences each time.
Whether solo or you team up with friends, Project Lava Escape is a pulse-pounding, laughter-filled challenge that embodies classic Nintendo-style fun with a modern twist.
The Single Player Experience Prototype Reel
Multi-player Concept Art

Game Design Documents
The Game now has potential two narrative directions
Project Lava Escape is a unique title as I have had to change the theme to it once already. When I first posted about the game onto Linkedin, and how it couldn’t be funded by Nintendo, Behaviour entertainment reached out. Saying they would be interested if I could make the game horror themed.
I reworked the story and game design to fit the theme, and then never heard anything further.
You can check out the preliminary Game Design Documents for each of them by clicking their pictures below.

Budget & Timeline
Aiming for a price point of around $29.99-$39.99
$1.5 Million Budget from beginning till 90 days after Launch
An ROI of 90 days post launch.

Focusing on a single console family, especially the one with the latest addition, allows our team to concentrate on one hardware ecosystem. This ensures AA quality, as our small team won’t be spread too thin. Additionally, porting up is preferable to porting down..
We have already been given a Nintendo developer license based on this games preliminary design alone. That is how much faith Nintendo has in this product on their platform.
Since the game was originally pitched to be a Nintendo exclusive, the game designed was based on their hardware.
The game is designed to utilize the forgotten features of the Joy-cons. Putting a very diverse gameplay feel out into this crowded space. In addition it will lead to more interest of helping development from Nintendo as it can in turn help accessory sales.
In addition development will start on Switch 1 because according to my reps at Nintendo, moving development onto the Switch 2 will be very simple. This will lead to an install base of over 100 million potential customers on day one. (see chart from 2022 on side, Switch is now over 150 million now as of January 2025)
The Ability to grab Switches to demo the game for people at events at a relative low cost.
Why Switch & Switch 2?
Can it and will it be ported to other platforms?
Yes, while the intention was originally to be a Nintendo exclusive, motion controls can be found on other platforms. The design works well with the following: VR (PC/Meta/Possible Apple Vision), Playstation 5 (The new Dual Shock has the rumble and motion features needed to make the game work).
If deemed necessary we will be able to port these after the initial release giving us the time to concentrate to make each port the best it can be.
Note: Normal controls can be substituted if deemed necessary.

Software and Hardware we will be using to develop this title.
Main development will be completed on Dell’s Alienware PCs, not because of their branding but as they give the performance we need at, at the most cost effective price for our budget.
We have already been given access to Nintendo’s SDK for the Switch so development can begin immeaditly.
Why Unreal instead of Unity? Ease of use and possible porting off the platform. While it is true Nintendo has a good relationship with Unity, the first party developers have started to switch over to Unreal, as seen in Princess Peach and latest Mario and Luigi releases. After talking with Nintendo, (this was the assumption before Switch 2 was unveiled) Unreal should be hard at work getting the tools setup for Developers to take their Switch projects to the Switch 2 with relative ease.
We will be using a robust lineup of software solutions to ensure the best quality experience for the players.
We couldn’t be happier than with our choice of Blender for modeling, as it just helped Flow win the academy award for best animated motion picture. In addition it works well integrating with Rokoko’s motion capture software, easing some of our development.
We have chosen Logic Pro for two reasons. It is a very robust and reliable piece of software, we will additionally be able to use the Mac Book we are acquiring for this project to do motion capture with the Rokoko suit.
As for the Rokoko suit we could not find a higher praised product at such a budget friendly, and learning entry point.
Why are one handed controls so important to me and so many others!
While major games have started offering one-handed accessibility through custom settings, Project Lava Escape is built from day one to be naturally playable and fun with one hand. This is such a vital option for recovering players, young kids, amputees and the casual audiences, it’s not just possible it’s a great service to provide..
While I was going through chemo, I couldn’t bend my arm. So playing games suddenly got hard.
Because one of my arms could not receive the iv’s, the other arms took the brunt of the pokes. In short after a few weeks it was not possible to bend that arm to play games because of the iv’s placement. But Nintendo’s Joy-Cons changed that. I could hold just one, lean back during treatment, and still play. That small detail made a huge difference during some of the darkest days of my life. It really stuck with me, I kept asking myself, “Why don’t we make more games designed around the idea of one hand controls for situations like this. “
To be clear I know about and truly appreciate adaptive controllers, but I realized this was a way for more people to get involved with gaming by potentioally not having to buy special controllers.
That’s why Project Lava Escape is being built with one-handed play in mind from the start. Oh course we will also include standard two handed play, in fact I am going to try and support all of the controllers made for the Switch (N64, SNES, Genesis, NES). But I want people who are recovering, or who face challenges every day, to still be able to connect and share joy through this game and not worry about the how? That’s what this game is about.