
Untitled Food Game
A chaotic 4v4 sci-fi party shooter
Role: Gameplay/systems designer, Level designer, Narrative Designer
Untitled Food Game is a fast-paced 4v4 third-person sci-fi party shooter set aboard the Central Kitchen Carrier, a drifting space vessel locked in an endless cooking crisis. Players control Leafsheep—overworked, unlucky culinary workers—who collect unstable cosmic ingredients with a suction gun and constantly choose whether to use them as weapons, activate abilities, or cook recipes to advance their team’s objective. Once a recipe is complete, teams must escort and push a shared pot (payload) through a chaotic arena toward a slumbering cosmic entity known as the Mobius Whoops Monster, all while the opposing team tries to stop them. Blending hero-shooter combat, absurd objectives, form-switching mobility, and environmental chaos, the game turns cooking into a frantic, comedic struggle for survival in a universe where even the food is dangerous.
Untitled Food Game is a systems-driven 4v4 party shooter focused on emergent decision-making, team coordination, and playful chaos. The project explores how a single resource system can drive combat, objectives, and pacing simultaneously.
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Multi-use resource design
I designed an ingredient system where every pickup serves three competing roles—weapon ammo, active abilities, or cooking progress—forcing players to constantly make trade-offs under pressure. -
Clear objectives inside chaos
The recipe → pot-pushing structure creates readable phases in otherwise chaotic matches, helping new players understand goals while still allowing high-skill play. -
Risk–reward pacing through form switching
The Human ⇄ Animal transformation system separates combat from recovery, encouraging players to disengage, reposition, and think spatially rather than rely on passive regeneration. -
Comedy through mechanics
The absurd tone is reinforced mechanically—unpredictable ingredients, moving environments, and physical comedy emerging naturally from systems rather than scripted moments.
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Designed the ingredient inventory system with dual slots and weight-based capacity to preserve fast-paced combat while introducing strategic constraints.
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Helped develop the Suction Gun as a unifying interaction tool for collection, combat, and cooking.
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Designed or iterated on ingredient abilities to ensure each had clear combat utility, skill expression, and comedic readability.
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Contributed to the pot delivery mechanic, balancing tug-of-war tension, interruption opportunities, and comeback potential.
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Collaborated on map mechanics (conveyor belts, rotating sunlight) to create shifting spatial control and emergent chaos.
I helped design and document the ingredient system in detail, creating a shared reference that clearly communicated behavior logic, edge cases, and visual intent for programmers and artists. This enabled parallel development, reduced implementation ambiguity, and ensured that each ingredient’s mechanics and visuals reinforced its gameplay role.
I'm also helping design audio for the game, with emphasis on how ingredients would sound and how music would play and layer over the game in tense moments.
Narrative Design
Background narrative I wrote for the game. When I was brought onto the project, we had already cemented that the world is set in space with Leafsheep and food. So given the art that had already been made and the concept, I came up with a narrative that ties all these elements in to give the game a core sci-fi theme where mutated food and leafsheep on a cosmic kitchen carrier in space made sense. I worked with artists to also determine the visuals of weapons and environmental props in the game so everything had visual, narrative, and mechanical unity.




I wrote descriptions for ingredients in different styles for the design team to choose, and multiple options for stories based in sci-fi about each ingredient which would stick to the core background story idea
Level Design




We designed compact, replayable levels built around risk–reward movement and spatial decision-making. Each level is structured to funnel players through readable lanes while offering optional detours for higher-value ingredients, encouraging players to constantly choose between speed, safety, and greed.
We also added a tunnel beneath the level with the intention of it having a different surface movement texture for the player, flavoring it as a "cooler" area for the food. Players can slide along faster in this area and traverse across the map faster, leading to more encounters and thus "chaos."
Enemy placement, hazards, and ingredient spawns are tuned to create escalating pressure without overwhelming the player, supporting the game’s fast, chaotic pacing. Levels are modular and easily extensible, allowing us to iterate quickly based on playtest feedback and adjust difficulty curves, encounter density, and traversal flow.
Older list of ingredients for function categories which I brainstormed early in the development process