Clustercluck is a 2D cooperative cooking game prototype developed in Unity, combining fast-paced co-op gameplay with a stylized, hand-drawn visual identity. The project was built under a tight production timeline, requiring clear art direction, efficient integration, and systems that supported — rather than constrained — the artists’ workflow.
I served as the Technical Artist, responsible for establishing art specifications, ensuring asset consistency, and implementing systems that allowed the visuals and gameplay to scale without over-complication.
From the outset, my role centered on:
Given the limited timeline, I prioritized responsive, flexible systems that minimized rework and avoided over-scoping.
We began with paper prototypes to establish:
This low-cost planning stage informed both gameplay structure and visual requirements, allowing us to align art production with how assets would be placed, layered, and interacted with in-engine.
The game initially used a strict tilemap system for all elements, including floors, walls, and interactable objects. While effective for early layout and visual consistency, this approach introduced friction when implementing interactables:
To resolve this, I restructured the system into two complementary layers:
This preserved the tiled visual language while allowing interactables to be positioned, tuned, and iterated on independently of grid constraints.
This hybrid system:
By decoupling visual structure from interaction logic, we avoided unnecessary rework and kept production focused on polish rather than technical fixes.
To support the game’s cooperative design, I integrated controller support using Unity’s Input System, ensuring:
While not the project’s primary technical challenge, this work reinforced my role in bridging systems and player-facing experience, ensuring that implemented mechanics aligned with the game’s visual and cooperative intent.