Project Description
Sly n' Ky: 2-in-1 Toy is a cooperative 3D platformer where two players control the ends of a toy connected by a slinky.
Players must learn to overcome levels by using the spring's tension to their advantage, even if it also comes with disadvantages.
Developed as part of the Ubisoft Game Lab 2026 competition, the project had to be playable with a minimum of two players and use only the D-Pad alongside two face buttons of an Xbox controller, in the spirit of the imposed theme: the 80s and 90s.
Gameplay Video
My Role
As a designer on the project, I conceptualized and planned the slinky's possible abilities and movements as well as the players' controls and abilities. Once the conception phase was completed, my work focused on level design and the implementation and placement of LDOs (Level Design Objects), alongside additional programming (C#) related to them.
Preproduction Documentation
Documentation excerpts created during the conception phase: controls, slinky abilities, LDO list, and 2D plans for possible levels.
Design Approach
3C Design
In order to fully exploit the premise of this game, we first had to determine which capabilities of the slinky we could achieve within the competition's time constraint.
The first and main ability was the "slingshot", allowing players to launch themselves using the spring's force in order to reach otherwise inaccessible heights.
However, in order to allow this movement, players needed the ability to create and release tension in the slinky, leading to the addition of jumping and biting, the latter allowing players to latch onto any surface.
Consequently, we needed a camera angle that could clearly show the depth and height of the play space.
We initially experimented with fixed camera angles similar to older Resident Evil titles, but the camera transitions created too much friction.
We therefore opted for a camera inspired by Super Mario: 3D World, showing the entirety of the immediate play space without interruption.
This decision, however, moved us away from the competition's imposed retro theme. To counterbalance this aspect, the environments had to strongly reflect the "toy commercial" theme we had developed alongside the slinky concept.
Level Progression
In order to differentiate the levels, the second level introduces unique LDOs, mainly conveyor belts and trampolines.
As onboarding, conveyor belts are first introduced without immediate danger.
Players are then transported to a second, more dangerous section of conveyor belts where the paths split in order to encourage risk-taking and cooperation.
In the background, another conveyor transports candies, foreshadowing an upcoming challenge.
Throughout the level, the complexity of conveyor-related challenges progressively increases as to test the player on acquired knowledge of the slinky and LDOs at play, while always providing something new in each new encounter.
In this example, conveyor belts move obstacles towards the players while they must avoid tangling their slinky as they progress. This is one of the very last conveyor belt obstacles of the level, since it requires more coordination than previous ones.
Game Excerpts