Cuisineer is a cutesy dungeon crawler restaurant management hybrid. Players explore a lush world and defeat monsters with kitchen implements to gather delicious ingredients. With these ingredients, players cook up various dishes at their restaurant, using profits to upgrade equipment and pay off debts.
I was brought on to assist with the design and implementation of the final bosses in the game. This involved research, creation and iteration on various game design documents focused on the combat gameplay and bossfight mechanics, from which I liaised with other designers, programmers and artists regarding implementation and feasibility.Â
Working on the final bosses for Cuisineer was no easy feat. The isometric action combat of the game was high in precision and responsiveness and player inputs and subsequent actions had to be fluid and easy to read at a glance. The final bosses represent the culmination of that players' abilities and game knowledge and would have to be adjusted to be challenging but not unfair to provide the desired level of payoff reward from mastery. There was also great care undertaken to ensure that the bosses' skills uniquely reflect the spectacle of the fight's context while still feeling familiar by building off learned behaviour.