Back to Work

Unity architecture and state-management case study

Cook-n-Dash

A solo cooking prototype built to practice and demonstrate object-oriented Unity architecture, state persistence, flexible recipe validation, and scoring pressure.

Solo developer Solo prototype Unity · C# · URP · OOP architecture · State management · Timer/scoring systems
Cook-n-Dash Gameplay Reel

Overview

Cook-n-Dash is a supporting case study for Unity architecture. It is less about awards and more about how object state, counter interactions, recipe validation, and game-loop pressure can be structured cleanly.

My Role

I built the prototype solo, including counter architecture, object state persistence, recipe validation, dish visuals, timer pressure, scoring, restart, and order fulfillment.

Key Systems

Counter Architecture

I designed an inheritance-based counter system with specialized counter types extending an abstract BaseCounter , giving each station clear responsibility while sharing common object placement behavior.

Ingredient State Persistence

I implemented state-persistent cooking mechanics so slicing and cooking progress stays with each ingredient as it moves across counters.

Recipe Validation

I built dynamic recipe validation that supports multiple meal variants and flexible ingredient assembly order.

Scoring Loop

I created countdown pressure, order fulfillment, scoring, restart, and feedback loops to turn the architecture prototype into a complete playable loop.

Outcome

Cook-n-Dash shows practical Unity architecture, state management, and gameplay-loop construction in a focused solo prototype.