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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
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.