2D Co-Op Cooking Game with a Twist

Clustercluck.

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.

Technical Art Focus

From the outset, my role centered on:

  • Defining clear art requirements and constraints
  • Ensuring visual consistency across sprites and animations
  • Designing systems that adapted to the art, not the other way around
  • Handling asset integration and implementation in Unity

Given the limited timeline, I prioritized responsive, flexible systems that minimized rework and avoided over-scoping.

We began with paper prototypes to establish:

  • Kitchen layout logic
  • Player flow and interaction zones
  • Spatial readability for co-op play

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.

Early paper prototype defining layout logic and interaction flow

System Design: Separating Visual Layout from Interaction Logic

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:

  • Grid constraints complicated interaction logic
  • Debugging became increasingly time-consuming
  • Minor layout changes had cascading technical costs

To resolve this, I restructured the system into two complementary layers:

  • Tilemap system for static, non-interactive elements (floors, walls)
  • Free-form placement system for interactable objects

This preserved the tiled visual language while allowing interactables to be positioned, tuned, and iterated on independently of grid constraints.

Static environment elements follow grid placement, while interactable objects use free-form positioning for flexibility

Impact on Art & Production

This hybrid system:

  • Reduced implementation and debugging overhead
  • Allowed artists to design interactables without fighting grid constraints
  • Preserved visual cohesion while improving technical flexibility
  • Enabled faster iteration late into development

By decoupling visual structure from interaction logic, we avoided unnecessary rework and kept production focused on polish rather than technical fixes.

Input & Implementation Support

To support the game’s cooperative design, I integrated controller support using Unity’s Input System, ensuring:

  • Simultaneous two-player input without conflict
  • Intuitive movement and interaction responsiveness
  • Parity between visual feedback and player input

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.