Level select

ArchiveVR FoodTruck

01 / 04

01 Archive · VR prototype

VR FoodTruck

My first attempt at a VR game. You run a food truck where every ingredient carries numeric flavor values, and the player is thrown straight into creating orders.

Project
Student project · Whistling Woods International
Platform
Meta Quest · Unity 3D with the XR Plugin
Year
2022
My roles
Game Producer, Project Manager, Level Designer
Unity scene view of the finished food truck kitchen: a Play, Settings and Quit menu on a green wall, a counter of sauce bottles and ingredient trays, and a stove at the left.

02 Design and balancing

Flavor, as numbers

Every vegetable and sauce has a sweet, sour and spicy value. Balancing was crucial to the experience, so we tested the system on paper with friends who were trying it for the first time, to see how a new player approaches it.

Handwritten table of sweet, sour and spicy values for vegetables such as bell peppers, cucumber and jalapeno, and sauces such as mayonnaise, barbecue and sriracha.
FIG. 01First draft by hand: sweet, sour and spicy values for vegetables and sauces.
Spreadsheet table titled Vegetables, Level 1, listing tomato, cucumber, onion, jalapeno, olives, pickle, lettuce, bell pepper, salt and pepper and cheese with three flavor values each.
FIG. 02The Level 1 vegetables table, moved into a spreadsheet.
Spreadsheet table titled Sauces, Level 1, with sweet, sour and spicy values for mayonnaise, red chili, BBQ, South West, teriyaki, ranch, thousand island, sweet onion, ketchup, sriracha and tabasco.
FIG. 03The Level 1 sauces table.

03 Level and look

From blockout to the final scene

I did all the blocking in the engine and the exterior scene's assets, and helped make many of the 3D models. It was one of my first times using Unity's lighting and post-processing, and the result matched what I had imagined.

Blockout Grey-box view of the food truck from above: a long counter with ingredient trays and a row of sauce bottles.
FIG. 04Grey-box blockout: a long counter with ingredient trays and sauce bottles.
Blockout Another grey-box angle: the counter with ingredient trays at the far end, a sink on the right and sauce bottles in the foreground.
FIG. 05The same blockout from another angle, with the sink and sauce bottles.
Final The finished kitchen in the Unity scene view: a Play, Settings and Quit menu on a green wall and an order window above a counter of sauce bottles.
FIG. 06Final scene: the menu, the kitchen and the order window.
Final Close-up of the counter: a row of sauce bottles, two loaves of bread and labeled trays for jalapeno, onion, pickle, olive, cucumber and lettuce.
FIG. 07Close-up of the counter: sauce bottles, bread and labeled ingredient trays.

04 Producer and project manager

Managing the team

I was responsible for managing the team and making sure the unassigned and unattended things got taken care of. I kept tying up loose ends, which meant I also worked on UI elements, the customer spawning system and setting up scenes for other things.

  • ScopeCalled feature creep mid-cycle and shipped a polished prototype.
  • TestingRan playtests for metric balancing, starting with on-paper tests with friends.
  • OutcomeA prototype, and my first attempt at VR. The full game was never completed, limited by resources and team coherence.