No More Papers Please - Unreal MegaJam
Game Designer
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I was a Game Designer for No More Papers Please, a game in which an office worker has to do overtime instead of going home at the end of the workday.
Within the theme "It's been a long time, but we are not done yet" our team came up with a game in which an office worker has to do overtime. While messages from concerned family members appear on the PC, the employee must perform menial tasks such as scanning QR codes, signing papers, and stamping documents. My contribution
- Concepting & System Design - Balancing - UI/UX Design - Implementation of systems and UI: dialogue system, game-over states, scoring, main menu ❝Just like any great short film, No More Papers Please takes a simple idea and puts the audience into an experience that makes them think about its themes long after its short runtime. The work never ends. I have seen enough toxic office culture in my lifetime to know how to say no to unfair requests. But if this game reaches an audience that hasn’t joined the workforce, I hope they can find a lesson among the game's layers of satire.❞ Nathan Kelly from Super Jump Magazine. |
Project info
Development time: 7 days (one weekend and on workdays every evening after work) Team size: 4 people Engine: Unreal Engine Link: Itch.io Developed for: Epic MegaJam 2020 Achievements: 35k+ downloads 100k+ impressions Link: Jury shoutout Independent review: Super Jump Magazine Looking back
As of writing this on 1.9.2025 No More Papers Please is still getting downloaded and played every day, 5 years after its release. It seems to really resonate with people, the gameplay is chaotic, fun, and easy to understand, but I think it is the setting that sets it apart. No More Papers Please shows us a mundane job that some people feel stuck in in real life. In our game, the job is meaningless and demands unreasonable commitment from the employee. Players get confronted with this set-up and can compare it to their own job. How much is their company asking of them? I am proud of the ending sequence in which the player is overloaded with work in the span of seconds. Players universally react with shock and disbelief, until the screen fades to black. The consistency of these reactions shows how well this setup works. |