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Cooking Project

(1798 Words)

After inviting me to join his personal project following our success on our previous game jam, Tumblestone Fury, Sachit sent me a GGD detailing a new game concept. It was for a stylised cooking simulator in which the player can take on any role they choose at a restaurant- such as chef, waiter, bartender, etc. Each of these roles would have an ‘Overcooked’ style preparation gameplay loop.

As a developer, he needed game designers to help create concept art, level designs and assets. This project seemed like a lot of fun, so I decided to join his team and began working on it, alongside Meadow.

Sachit has expressed that this project is something we can work on casually alongside our university submissions and has been very understanding about our submission deadlines. He has a time frame in which he’d like the project to be released, so we are all working towards that. Once I have finished my university submissions I will begin working on this project more consistently, however for the time being I have not made a specific time management graph and I have been creating assets and level designs when Sachit asks or during my spare time – then sending them to the team for approval.

Since this project will be published on Steam, it is important to consider our competitors.

Plate Up!

For the game concept, we brainstormed together and decided that the player should have to unlock each ‘role’ through expanding their restaurant by performing well at their job. We wanted the player to be able to pick which job they started with but how would they know which job they preferred without trying them first? We used the narrative to work around this issue.

After speaking with Sachit, we decided to have multiple playable characters with a character selection menu. To exaggerate the quirky, stylised art direction of the game, we decided to have animals working in the restaurant. We wanted to design and animate four playable animal characters, both Meadow and I creating two each. Sachit sent us the placeholder dinosaur sprites he was using so we could use them as inspiration. We discussed which animals we should include, eventually decided on a dog, cat, polar bear, and alligator – keeping all the creatures very visually different and interesting. Like stated previously, we thought that the dog could be the default player character.

I drew some initial sketches trying to match the big head, small body proportions of the dinosaur sprites. However, once Meadow sent me her sketches I decided to try and match her designs to maintain the style and for consistency.

I experimented with two colour pallets for the dog character before deciding on his final design. The cat’s design was a similar process although I created more sketches trying to finalise the design. I exaggerated certain features, such as whiskers, tall cat ears, big eyebrows, a round body and many other versions. Eventually I decided on the long body, big ears look for the cat and did a few colour pallet experiments. I decided on the grey design and moved onto the pixel art versions.

For these characters we decided to try working in 24 x 24 pixel art dimensions since this was the size of the example dinosaurs. Since these would not be humanoid characters, we thought this would be a good introduction to smaller sprites while not having to maintain human proportions. Conveying human proportions can be difficult when working with small dimensions, as I learnt during my game jam project. The dog design was relatively easy to translate into a pixel art style.

The original design for the cat had lots of curved lines which did not translate well into pixel art and its face was far too complicated for its small head. I had to revise the design while creating the character sprite to fix these issues. Overall, I was disappointed with the cat design. I sent the designs to Sachit for feedback, telling him the issues I’d had with the cat figure. He suggested that I pick an animal which was easier to exaggerate, however, he said that three animals were enough for now and suggested we move onto the animations.

After importing the initial design into my animation software, I made some changes. I made the character’s head and body wider to fill more of the canvas.

Initial design:
Improved design:

I started by animating a walk cycle for the dog character. I made two versions, a very simplified bob up and down animation and a more complicated cycle. The second looked much smoother and we all preferred it. After a few more tweaks, such as making the hair bounce to add some more ‘life’ into the animation, I moved onto the idle animation.

Initial walk animation:
Improved walk animation:

The idle animation had many revisions, mainly because I wanted to make the dog’s head bob more regularly than the other characters to make him look energetic. This idle animation went through lots of changes with helpful feedback from my team on how to improve it, eventually we settled on this, however, I still was not satisfied with the result.

A few days later, with a fresh set of eyes, I went back to the idle animation and made some changes. One has the ears moving at the same speed as the head bob, and one has the ears one frame delayed making it less uniform and more natural. Both of these animations look better than the original ‘finished’ idle and I am glad that I took the time to tweak the design.

(The animation on the left has faster ear and hair movements while the on the right is one frame slower).

For both the walk and idle animation I created a back and front version for when the player turns around – the dog’s wagging tail detail was especially well received by my team.

Back facing idle animation:
Back facing walk animation:

Here are all the finished animations together:

For the second animal, I stepped away from a cat design and brainstormed with my team. We wanted all the playable animals to be either carnivores or omnivores since they would most likely be cooking meat. To visually differentiate them from one another, we needed the colour pallets to be distinct and visually different.

After brainstorming a few different possibilities, we eventually decided on a toucan. We thought the toucan’s variety of colours and unique beak shape would make it distinct enough from the other characters.

I drew some rough sketches in a notepad before moving on to creating the sprites.

I was very happy with how this toucan animation turned out.

This was the first animation I created, however, I quickly realised I had accidently animated the sprite in 32 x 32 pixels rather than 24 x 24 so I had to begin again. My team liked the squash and stretch technique that I had used for the toucan and suggested I make him blink for a frame.

I created the back facing idle however it was suggested that I should add some red to the base of his tail, so I did in an almost ombre style, purely for aesthetic reasons.

Without red tail:
With red tail:

Since this character’s body is solid black, animating the walk was more difficult than with the dog character. If the legs overlapped, they became indistinguishable. I combatted this by removing the body squash and stretch for this walking animation and just focusing on the leg movement. I kept the squash and stretch technique on the idle animation only.

Walk cycle (front facing):
Walk cycle (back facing):

Here are all the finished animations:

I was also asked to create some rough sketches for the bartender gameplay layout. In a meeting Sachit had created some sketches while we brainstormed, however, we were all confused when trying to decipher what we meant by lots of elements.

What Sachit drew while we were brainstorming in class:

I remembered that Sachit suggested the alcoholic mixers be under the bar, accessible via a popup UI menu, however after sketching out the layout, I felt this may be a little overwhelming.

I created another design in which there was a wall of drinks behind the bar like in some reference images I found.

Sachit’s layout sketch:

Doing my best to remember our original plan, I drew a quick sketch of a possible layout, being careful to include all the elements we wanted for the bartender role: a cutting board (for sliced fruit in the drinks), bowl of limes, space for clean cups, taps (for beer, lemonade and cola), sink (to wash dirty cups), icetray, used cup space and the order window.

Sachit liked this idea, however suggested I put the bottle wall on the left rather than behind the bar, having a preparation shelf be in its original place. (He sent this sketch to explain his idea).

I created two new versions, both with the bottle wall in is suggested location but one where it is inset and one where it is not. However, looking at the current camera angle for the game I am unsure if an inset shelf would work unless it were on the visible wall.

Bottle shelf on a counter:
Bottles on an inset shelf:

Overall, this project is going very smoothly. I feel the three of us work well as a team and have good communication and similar ideas. I am excited to continue this project in the future! I will continue working on this project up until and past submission.