The overall planning for Overcooked is actually relatively simple.
The plot is not much—just some simple cutscenes and computer-generated animation. Unlike To the Moon and Undertale, this isn't a story-driven game.
The maps and level design, on the other hand, are the top priorities of Overcooked.
With the gameplay involving cutting vegetables, washing dishes, and cooking rice, the quality and setting of the level design directly affect the player's experience.
There are various scenes in the game, each with a different theme. The models, textures, and other assets used in each scene are distinct.
A distinctive feature of Overcooked is its gameplay setting.
I designed it, so players can cut vegetables. They can interact with the scene, wash dishes, and cook food on the map.
The in-game values determine the difficulty and the experience for players.
But for me, this isn't a big challenge.
Through the system's lottery, I obtained numerous numerical skill books during this period.
If this were a large-scale, data-heavy game like MOBA or RTS, it might still be difficult—almost impossible for me.
But for Overcooked, it's quite manageable, especially with memory capsules as my assistance.
Once I finish these elements, the remaining tasks—like music, UI, and so on—aren't as critical for this game. But every element counts when you are selling it.
In addition to that, my main change to Overcooked lies in expanding the game's content.
In the previous version of Overcooked, there were no mods.
If players wanted to create them, the workload would have been too much.
Plus, game makers generally don't release resources.
After all, the core appeal of Overcooked is the ever-changing map and its impact on the gameplay.
If the expansion were open to players, what would we sell as map DLCs in the future?
Of course, this was also because the original development team didn't consider this aspect when designing the game.
But for me, Overcooked is a testing ground. I am ready to bleed this time.
Unlike the previous version, games in this parallel world are largely made using editor engines.
Mods are quite common here, even more so than in the previous world. Many games themselves are based on MOD gameplay.
In this parallel world, few game makers will open up their games to modding. On one hand, it's because of the hassle, and on the other, opening up could easily leak the core values of the game. If I want to open up the game for players to make mods, I also need to structure the game's resources in a way that supports it, which is a significant design consideration.
This is why many designers shy away from it. It's troublesome and often not profitable. However, I'm very clear. That mod can be extremely important for a game. It's not just about indie games; even large-scale game mods can add depth and color to the original game.
For Overcooked, an experimental project I'm working on, I want to make it easier for players to create mods. Instead of following the usual approach of simply opening a modding port like most games, I'm considering a different structure. If I went with the conventional method, players would still face a steep learning curve, which could hinder the spread of mods.
I'm thinking of integrating the game with a creative Mods community where if you want to play mods, you must use the Neon game platform. To support this, a dedicated server for data backup is necessary. Additionally, the art structure will need to be revised.
I sat at my computer, tapping away at the keyboard, drafting the design concept. My idea was to create a modular structure for the game, similar to Minecraft. In Overcooked, various pieces of equipment and props—like conveyor belts, sinks, cabinets, fire extinguishers, food delivery stations, and stoves—would be individually removable. Even larger elements, like hot air balloons, could be handled separately. Different background themes, such as glaciers, restaurants, or even a surreal inner-world setting, would be fixed.
I spent a day and a half perfecting the design concept for Overcooked, and now it's time to hold a meeting to explain this new project to the team.
In the conference room, a group of people was seated, chatting quietly. I pushed open the door and entered. As I walked in, everyone stood up from their seats.
[ Respect! Respect!! Respect!!! ٩( ᗒᗨᗕ )۶ ]
"Sit down," I said.
"I'm here to give you a brief explanation of our next development plan," I explained.
As I spoke, I could see the excitement on everyone's faces. They had heard rumors about a new project and were ready to dive into it. After the success of Escape, everyone had received a substantial bonus, and now they were eager for more bonuses and the next game.
To understand the project? It's clear—it's all about the money and development.
Of course, it has to be successful first.
And everyone was quite convinced of my anticipation and observation skills.
After all, they can't refuse, From the experience of the few games we've worked on since my debut, I've shocked everyone enough to leave no doubts.
"Unlike my previous game Escape, this time we're developing a new game, and the main goal is to launch it during the Spring Festival." I stated our next goals and milestones.
"But don't worry, this game isn't as big as Escape. It's much smaller than Escape," I said with a smile, looking at their expressions.
But then, my tone turned a little more serious.
"However, even though this project is small in scope, it's crucial for the company's growth. I want to use this game to slowly build our platform during the year," I added with a serious look.
Everyone present had signed confidentiality and non-compete agreements, so I wasn't too worried about any secrets leaking.
After all, Neon Games is on the rise, and I had already hinted at the company's plans for expansion, drawing some big ideas for the future.
Plus, even if some information did leak, it wouldn't be a big deal.
Because in the gaming industry, especially with game companies, who doesn't want to own their channels?
I understood that clearly.
However, as they saw my serious expression, everyone started to take things just as seriously. At the same time, they were visibly excited.
We're all still young, and no one wants to waste away in an unambitious company.
Of course, this only applies if the company is genuinely strong; otherwise, it's just empty promises.
"Now, let me introduce the game we're going to develop. This is the concept draft. Take a look."
"Once you've gone through it, feel free to share any thoughts or ideas you have—this includes suggestions for the game's promotion."
I turned on the projector, and the concept draft for Overcooked appeared on the screen.
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Spring festival and new year will be used interchangeably, the spring festival is Chinese new year.
[ ] - sentence within this will be an extra sentence added by me. Hope you don't mind my bland Humor and interference. You can skip this part. If you find it annoying, or it's becoming annoying.
>>><<<
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The art style of the game as well as the image requirements for the characters are set. The core gameplay, along with the numerical control in the game, is a key focus. We've also discussed the design of different scene maps and the idea of creating an extensible creative feature for gameplay.
This game is very experimental and is meant to help with platform promotion. However, these concepts are still just rough ideas. The real work on details will need follow-up development.
I didn't want to reveal too much because everyone—whether they're handling music, levels, values, art, marketing, or platform operations—needs to participate, so it wouldn't be right for me to go too deep into specifics and be meddlesome.
"Does anyone have any concerns?" I asked the team, looking forward to answering a few questions.
Ruan Ningxue and Yang Xin shook their heads. They're working on the art and plot design. According to the draft, the plot isn't too demanding, so there isn't much work for them. As for the art, the concept map has already been finalized; the cartoon style has been chosen, and only the details need refinement.
The rest of the team also shook their heads, indicating no further questions. Well, that's good to see, although I am a little surprised. Even though it's just a conceptual draft, the game's entire prototype has been formed, and the development is proceeding smoothly. Of course, we'll only know it once the demo comes out. No matter how solid the design draft is, it's still theoretical until we can play it.
'Things on paper remain on paper until you put them into action.' I mused.
There wasn't much concern from the development team. Zhang Yi, who is in charge of marketing, had something to add.
"Are we planning to launch this game during the Spring Festival?" Zhang Yi asked.
"Yes and No," I said.
"We're aiming to launch it on Valentine's Day," I stated.
Zhang Yi continued,
"In this case, Chen, I suggest we adopt a coupon system for the game. This way, players can enjoy discounts on the Neon game platform."
"Let's also use spouses as a promotional strategy. According to market research, we would be the first to do so, and considering the cooperative nature of the game, this makes sense."
"To feel the sweetness of love, come to overcooked. This could be the game's slogan."
As for Zhang, he doesn't get directly involved in game development like the R&D team. However, he has been around us, so he has gotten to know Chen Xu better.
The game requires some brainstorming relating to the marketing and operations outside the game.
Presently, Overcooked has a packed development schedule, with only about a month left before launch.
Finalizing the promotional strategy is now a priority, especially since Overcooked is an experimental game meant to promote the Neon game platform.
We can't just release it quietly and hope for the best. With the crowded game market, especially during the Spring Festival, the game wouldn't stand a chance to make an impact if we didn't push the promotion.
So, a promotional plan must be set up now.
"If we're giving discounts, we should offer something like Buy one, get one free.
Overcooked is a multiplayer co-op game, after all. As for the slogan, we shouldn't just focus on couples, even though we're launching on Valentine's Day. Brotherhood, sisterhood, and strong friendships can all be part of our marketing keywords." Chen Xu nodded in agreement after hearing this.
Once the concept draft of Overcooked was presented, along with the direction for the promotion, the entire team dove into game development.
While others focused on refining the art, plot, and related designs, Chen Xu wasn't idle either.
In the office, Chen Xu used memory capsules to record some excellent-level designs.
The main development challenge of Overcooked lies in the level and numerical design.
If it's too simple, the game will lose its charm.
It's like soul games—the difficulty isn't the only core element, but it's a major feature.
If a soul-based game became too easy, the original design would lose its impact and become a burden.
Although Overcooked is a small-scale game, the same principle applies. If the difficulty curve isn't balanced, the game will lose its essence.
Tasks like chopping vegetables, washing dishes, garnishing, and cooking—even the possibility of a kitchen fire that requires a fire extinguisher—are all part of the gameplay.
But what's even more important is the arrangement of the numerical values.
If the time limits and scoring are set too high, it will frustrate players.
But if they're too lenient, the game's mechanics won't feel as significant.
In terms of difficulty, I need to control it well.
As a casual game, it needs to allow players to pass the levels smoothly. But to reach the full score of three stars, requires two players to have a certain amount of cooperation.
Then there's the networking system, and Overcooked is also the first online game we're developing at Neon Games. The server part has to be done well because Overcooked is a game with online sales as its main selling point.
Once the plans for the entire game were finalized, the R&D department, under my leadership, geared up and started moving.
On the art side, I explained to Ruan Ningxue and the other artists who had joined earlier about the key points of Overcooked.
"The style of the whole game should feel warm. Even the zombies in the background have to give off a cute vibe."
"This is a game for all age groups. It's a simulation game. We don't need it to be super realistic, but it must appeal to everyone—men, women, and children alike."
"Understood," Ruan Ningxue nodded.
As artists, we participated in the development of four games together. She completely understood my point, while the new artist beside her was stunned.
It seemed like she thought her task would be more design-oriented, but it felt more like an assembly line! The style, even the sketches and character requirements, were very detailed. We hand them to the outsourcer, and the resources get released immediately.
She had applied for a position in art design, but it seemed like all she had to do was oversee the quality of the outsourced resources without doing much actual design herself.
The same situation occurred with Qin Yi and the others.
But having some previous experience from working on Escape, none of us made much fuss about it this time. The general feeling was that things were easier.
Although overtime was inevitable, the key difference was that there weren't many useless designs. Any changes we had to make were mostly about fine-tuning details, rather than scrapping and rebuilding large sections.
It made things feel a lot more manageable!
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