This is a course project. It follows Code Monkey's Kitchen Chaos tutorial. I have kept it in the archive because the patterns it taught show up throughout my own work, but the design is not mine.
What it is
A time-pressured 3D cooking game: pick up ingredients, process them at stations, plate the result and deliver before the order expires.
What I learned from it
- Event-driven architecture. C# events to decouple game systems from UI, so that no interface code reaches into gameplay state.
- ScriptableObject data patterns for recipes and ingredients — the same data-over-code habit I now reach for by default.
- State machines driving both the player and each cooking station.
- Interaction systems — raycast-based pick-up and drop with clear visual affordances.