Stoneage chef is a cooking time management game, with a unique design theme based around dinosaurs and pre-historic era. Cooking games have a high user retention rate and the objective of this project was to create one of the best game plays available. The project tested our team to the limit and took over 8 months to develop. Tons of iterations, pivots eventually led us to make something that we all are very proud of. This product not only boasts of our creative work but also the coders who worked closely with the design team to enhance the game with animations and special effects.
Creating the right character would set the right mood for the game and this was an important step. Our initial focus was to create the main character Sofia and who she is as a personality. We imagined Sofia as a teenage girl who is strong, focused and loves cooking. We also wanted to showcase Sofia as a loving character who spends time with her little dinosaur friends PEABEES. After numerous ideas, we came up with a sketch that most of us agreed upon.
For the end customers of the game, we knew that diversification is an integral element. Sofia travels the world and cooks dishes from all over and it was important that the end customer models depict that. The challenge here was to think of the characters and yet give them a pre-historic cartoon feel. A lot of trials were done with 2D illustrations, but they were not doing justice to the design and style. After many trials and errors, we decided to make all characters in 3D and place 3D rendered images into the game. This was a good decision as it increased the overall quality of the project.
200+ Custom models
for Food and Props:
Designing the characters seemed like an easy task once we realized the amount of work that was ahead of us in terms of food modeling and props designing. The game mechanics revolve around food and restraint upgrades which allow a player to progress in the game.
Imagine a particular food, which can get upgraded up to 5 times. That means whenever a food is upgraded it needs a different texture or even a completely new model. With over 100+ Food items the number of variations to be made was a huge challenge.
Although it seems the game generally revolves around the inside of the cooking table, a lot of work had to be done in the exterior upgrade section. As per the project requirements, players can upgrade the exteriors of the restaurant to increase the skill level of a player. The exterior required over 10 elements and each element had over 4 variations. In the first phase of the game, we developed 5 arenas and it can be very well imagined the level of detailing that went into the exteriors and props of the game.
| Buildings }
We knew that to push the game to a better level, we not only need to focus on the game play but the overall experience of the user. Game maps was an important part of the project and rather than going with simple numbers and a generic look most of the cooking games followed, we decided to go the 3D route.
The major challenge was to make sure these game maps do not make the game heavy and various design techniques were used to make sure, the graphics use was the minimum but the quality and experience were superb.