Tuesday, September 23, 2025

Rapid Prototype Production 2 (Monster Meals)

For round 2 of Rapid Prototype Production (RPP 2), we were given almost no constraints. We just were not allowed to use prefabricated assets/art and we had to use Unity. However, this engine restriction was a massive challenge for me, as I will discuss later. Our game is Monster Meals. It's a 2D/3D cooking/stealth/hunting hybrid game. The premise of the game is that the player runs a restaurant in some kind of monster dimension or world, and the player of course has to cook food for the monsters. However, sometimes the monsters are hard to understand so the player has to "decode" what the monster is asking for. Sometimes they speak backwards and sometimes they are really vague on what they want. After taking an order, the player has to cook the meal. At the start of the game, the player won't have any ingredients so they have to go get some. The player does this by opening their book and opening a portal to the "human dimension". This is where the game becomes a 3D third person game. The player then has to sneak around and kill humans in the forest. If the player is spotted, the humans run away and the player has to catch them (which wastes a lot of time). After the player has gotten sufficient materials. they go back to their restaurant by jumping into the portal they opened. Then the player puts all of the necessary ingredients into an oven and cooks the meal, completing that order. If the player takes too long or you give a monster the wrong item, then you lose a life. After losing 3 lives you lose the run.

For my contributions, I designed the entirety of the 3D level in addition to contributing to the design of the mechanics of the 3D level, I created many of the particle effects, and I created some of the 2D and 3D art. I also contributed to the idea of the game heavily. Prior to this game, I had never used Unity, so this was a big struggle for me at first. In fact, I created the first blockout of the 3D level in Unreal Engine just so we could see what the level could look like, and doing this in Unity would have taken over 5 times as long (in fact it actually did when I created the Unity blockout). Since I was already very familiar with Unreal Engine, a lot of those skills transferred to Unity. The first week or so was rough but I quickly got the hang of Unity. I still would not consider myself "good" at Unity, but I know enough to get by.

Overall, I'm very proud of this game, and my teammates were also excellent.

Final images: 





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