Eat The Rich


Eat The Rich is a comedic, incremental Black Friday simulator where you gather a mob of insatiable shoppers, score massive savings, and eventually hunger for Bezos himself!

Free Lives is the IGF- and BAFTA-nominated game studio behind the Devolver Digital-published indie hits Broforce, Anger Foot, Terra Nil, and Stick It to the Stickman.

Free Lives hired Giant Sword (Richard Pieterse and myself) as co-developers on Eat The Rich.

I contributed to level design, worldbuilding (via cutscene creation), voiced the “moblets,” and named power-ups.


Dev Diaries: My Role (Must Watch)

Dev Diaries: Level Design Process + Designing Upgrades


Mid-game Cutscene I Made

Let’s Players Playing Our Game


Playtopia Exhibition


The Development Lore, Part 1:

Eat The Rich began as a cursed jam prototype by Free Lives’ Evan Greenwood and Luc Wolthers (Anger Foot). The prototype went viral, receiving an influx of requests to develop the project further into a more substantial demo. During the final stretches of the Stick It To The Stickman development cycle, and in the midst of Squish’s demo launch, Free Lives partnered with Giant Sword to pick up development of Eat The Rich and expand the play to see if the janky OG jam had the potential to become a full game.

 
 

Teaming up with Luc, Evan and Sam Alfred (Terra Nil), we more than doubled the content of our Bezos Black Friday hellscape shopping experience. The mad-dash shopping experience everyone loved is now paired with an robust skill upgrade tree, letting players super-charge their mobs for maximum in-store mayhem. A team-favourite upgrade so far is “RAISE THE DEAD”  — resurrecting dead shoppers into zombies. Yeah, it got pretty nutty.

We added more floors to explore, with lots more hilarious, adorably abominable “moblets”, questionable items to shop, and a few antagonistic rival shoppers to face off against. 

 
 

OG Jam Version

Our Expanded Demo

Updated Gameplay Stills


The Development Lore, Part 2:

Eat The Rich was one of the more fun and challenging projects I worked on. We saw our range expanding in real time.

In the best way possible, for reasons only our lord and savior (not Bezos) can comprehend, our team worked something like a punk-rock garage band meets a heist crew of genius screwballs. It was a lot of jamming and experimentation to execute a grand plan. Accidentally setting off booby traps of ambition and being met with new obstacles and possibilities we could have never truly anticipated.

For example, jamming new characters meant needing new “barks.” I didn’t know that those creepy little Moblet voices lived inside of me, but when we needed voice acting, your boy hopped in the booth and exorcised some demons for the check.

It became clear we needed some kind of mid-game progress cutscene. No prior knowledge or explanation. Your friendly neighborhood narrative designer figured he’d capture video in-engine and stage the existing game assets and animations to produce low-cost, hyper-fun cutscenes and original narrative content, helping build Eat The Rich’s “Bezoverse.” (Machinimacore).

I mocked up an incremental skill tree for the first time. Richard unlocked a whole new skill set of how to balance a skill tree.

Forever grateful for this rare opportunity in the industry to so fully utilize one’s creative skills and ingrain one’s creative expression in multiple layers of a project (the play, the layouts, the sounds… so dope).