At WX, Wakefield over 60 games will be demoing, along with 400+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 25! Join us on the 13th of November for a day full of demos and round tables.
This event is brought to you by Game Republic along with their Official Partners Barclays Games and Creative, Xsolla and Red Kite Games, with event sponsors Plus Accounting, Escape Technology, HP and AMD.
Today we are looking at ‘PintSized’ which is confirmed to be at the event, from Happy Hour!

PintSized by Happy Hour
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 10 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, and Tom 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.
What kind of experiences do you hope to bring players?
We want to give players a chaotic co-operative two-player experience. Unlike a lot of other co-op games with varying player amounts, we specifically designed the game for two players from the start as this would ensure that the intended playing experience was the best it could be. Most of the mechanics in the game revolve around having two players active at a time, this was a design philosophy from the get-go and, as such, is a key part of how our game is intended to be played.
In 10 words or less, highlight the appeal of the game?
Squirrels serving drinks at a bar to pay their rent.
Any links to access/wishlist the game?
Steam: https://store.steampowered.com/app/3834270/Pint_Sized/
