Case Study 03

Unity 2D Chef Game (Portugal Client)

Built from near-zero source material (two GIFs), this project evolved into a full progression game with collectible-driven unlock logic and boss-fight gates.

Game Design Scope

Hard Parts

  • Turning sparse visual input into full game systems and level loops.
  • Keeping progression logic clean enough to avoid player confusion.
  • Balancing challenge pacing between collectible tasks and boss progression.

Vertical Learning

This was a strong systems-design leap. I developed better instincts for state machines, dependency gates, and player progression mapping under client-defined constraints and iterative feedback.