At Project House, Leeds over 40 games will be demoing, along with 300+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 26! Join us on the 21st of May for a day full of demos and round tables, networking and more.
This event is brought to you by Game Republic along with their Official Partners Red Kite Games, Xsolla and Double Eleven, with event sponsors Plus Accounting, Kudos Games and Steel City Interactive and Escape Technology.
Today we are looking at ‘PintSized’ which is confirmed to be at the event, from Happy Hour Productions!

PintSized by, Happy Hour Productions
What would be your description of your game?
Serve drinks as Coco and Hazel to earn enough nuts to pay the month’s rent on your tree. Between Red Eddies, Blue Worswicks, and Green Gallis, run around the bar to grab glasses, pour pints, and serve some patrons. Be quick though, nobody waits forever for a pint.
How did development start? (Were there any key inspirations or ideas that drove you?)
Development started in October 2024 at university in preparation of the 6-month long Game Jam assignment that would start in January 2025. We started by asking the question “What makes a good Game Jam game?” and answered it with our experience of previous jams done at university. The main answer we all agreed on was a fast-paced pickup-putdown game as this genre is the most accessible for people to play in short bursts while still providing gameplay for those who want a longer gaming session.

Tell us about the team behind the game?
The team got together in university for a long-term Game Jam assignment. It started out with eight core members before growing to 12 after the end of the jam. The team was split with two designers – Daniel and Liam – who did most of the work figuring out how the game should play, three artists – Cameron, Holly, and Leo – who made all of the non-character art assets for the game, and three programmers – Alex, Eddie, and Mimi – who worked on getting the game playable from a technical standpoint. Michael, a second Alex, Tom, Lubomir, and Keelan were all brought into the team as they filled in the remaining gaps we had. Michael did the player character animations, Alex made the character models, and Tom had previous experience for getting multiplayer working in UE5. Lubomir and Keelan worked together on some of the music featured in the game.
What kind of experiences do you hope to bring players?

In 10 words or less, highlight the appeal of the game.
Squirrels serving drinks at a bar to rent a tree.
