Case study · Client name withheld

Restaurant Cooking Game

A Unity time-management game for phones, set in Indian and fast-food kitchens

Customers line up at the counter, each with an order and a patience meter. The player cooks, plates and serves before patience runs out, spends the coins on kitchen upgrades and opens new restaurants along a level path. Our team developed the game in Unity.

Representative recreation of a gameplay screen: four customers behind a restaurant counter on an Indian terrace at dusk, each with an order card (burgers, fried drumsticks), a vertical green patience bar and a smiley; on the counter seen from above, frying pans with drumsticks and flame timers, a patterned runner with plated drumsticks and burgers, lettuce, cheese and buns, a grill with patties, purple drinks, soups and a blender
Representative artwork recreated in the game's style for this case study — not a screenshot of the delivered game.
Client
Mobile game publisher
Platforms
Android
Our scope
Gameplay · Progression · Game interface

The product

What it does, and for whom

A casual restaurant game built around Indian dishes and fast food, played on a phone. Each restaurant brings its own counter, dishes and cooking stations, so the loop stays familiar while the food, timing and layout change from kitchen to kitchen. Everything is played with taps.

Scope The game was fully developed by our team; the publisher runs it and its store presence. To keep the client confidential, the images on this page are new artwork recreated in the game's style for this case study, not screenshots of the delivered game.

Core loop

Inside a level

A street-food kitchen mid-level, recreated as representative art. Every restaurant runs the same loop with its own dishes, stations and pace.

Representative recreation of a gameplay screen in a street-food kitchen: three customers (a man in an orange turban, a teenager with headphones, a young woman) with order cards for cold drinks and stuffed puris, vertical patience bars and smileys; two blue deep fryers with puris and green timers; plates of stuffed puris, chutneys and toppings; and a tray of three booster buttons — a stopwatch, a refresh arrow and a coin bag
Representative artwork recreated in the game's style — not a screenshot of the delivered game. Numbered markers match the steps below.
  1. Read the order

    Each customer's bubble shows what they want.

  2. Watch their patience

    The bar beside each order drains while they wait; the smiley shows their mood.

  3. Cook at the stations

    Fryers, grills and pans each take time; a timer shows what is cooking.

  4. Serve the plates

    Finished food waits on the counter until it is served to the customer it completes.

  5. Boost when it gets busy

    Boosters help when orders pile up faster than the stations can cook.

The product in use

Upgrades and new restaurants

  1. Upgrades between levels

    Coins earned in levels buy better kitchen equipment — here one cooking pot at three upgrade levels.

    Representative artwork: one cooking pot at three upgrade levels on blue cooktops — a plain clay pot with one star, a decorated magenta pot with two stars, and an ornate red-and-gold pot with three stars
    Representative artwork recreated in the game's style: one pot, three upgrade levels.
  2. New restaurants along the level path

    Levels sit on a path through each restaurant. Finishing them opens the next kitchen — from street food to sit-down restaurants and fast food — each with its own dishes.

    Representative artwork: a level-selection path past a street-food van, an Indian restaurant and a burger restaurant, with hexagon level badges numbered 1 to 9 — badges 1 to 3 blue (completed), badge 4 purple and glowing (current), badges 5 to 9 grey (locked)
    Representative artwork recreated in the game's style: completed, current and locked levels along the path.

About these images: every image on this page is new artwork recreated in the game's style for this case study, to keep the client confidential — it follows the game's screens, mechanics and look (orders, patience, cooking stations, boosters, upgrades, restaurants on a level path) but is not a screenshot of the delivered game.

Our contribution

What our team built

  1. Gameplay

    The cooking and serving loop — customer orders with patience meters, cooking stations that take time, plating and serving.

  2. Progression

    Levels grouped by restaurant on a level path, coins earned in each level, kitchen upgrades and boosters.

  3. Game interface

    Order bubbles and mood at the counter, level maps, and the booster and upgrade interface.

Technologies Unity

Planning a mobile game?

Tell us about the core loop, the platform and what exists today. We will reply with the questions that matter for your scope.