During my Spring 2025 semester at USC, I'm currently in the midst of co-creating a short game, "RAW", in my Intermediate Game Production course. Contrary to my usual role as an artist on previous game productions, I chose to challenge myself and leverage my computer programming skills to explore a new role as the game's primary programmer.

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In our game, RAW, the player immerses themself into the role of a prep cook in the back kitchen of a high-society restaurant through various cooking tasks. However, underneath these seemingly innocent cooking tasks, the player discovers an underlying cannibalism scheme in the restaurant that drives a dual gameplay experience that subverts players’ original gameplay expectations.
BETA
Our most recent build, the Beta build, added more polish to the game through the fixing of various bugs, improving post-processing lighting, additional UI art, and finally, all sound effects, dialogue, and music implemented in game. Check out the full playthrough below!

our full beta build (with audio!)

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ALPHA
Our Alpha build introduce all features of our game, including: three linear levels, dialogue, slicing mechanics, cooking mechanics, body part collection/cooking, plating, and more. Check out our Alpha content below!

our latest alpha build playthrough (no audio)

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Vertical Slice

FULL vertical slice walkthrough (no audio)

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Initial Prototypes

A "recipe-matching" prototype

A prototype using audio/visual cues to detract the player from their main goal

In my initial prototypes, I chose to test out some core mechanics that might be relevant in a cooking/restaurant game. In my first prototype, I coded an interactive pickup/drop function that allowed players to match object patterns (simulating a simplified "recipe-matching" game that might appear in a restaurant). In my second prototype, I chose to target our dual gameplay experience by exploring different audio/visual cues that would be able to detract a player away from their main goal in order to explore a narrative. Although the recording has no audio, in the game prototype, audio cues are triggered near some doors as well as visual cues that piqued players' curiosity and moved them to explore the blank doors.

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