Coffee with Cryptids

Summary

An isometric 3D café management sim where the customers are Cryptids. The game has a unique system where how the player customises their café, directly affects how likely it is for each Cryptid to visit based on their preferences.

The game was developed in Unreal Engine 4 over 9 months by Galacticrab Studio, a team of 15 that I formed with Lyra Shillabeer as part of my final year of university. The game was published on Itch.io in May 2022.

As a designer I focused on System Design, Technical Design and Narrative Design. I concepted multiple of the main characters and their storylines, and I designed many of the game’s systems which I later prototyped and programmed with Blueprints. I was also the team’s leading spokesman and closely involved with the planning and direction of the game’s production.

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Cover Art by Jesse Hooson

Game Concept

The player is placed in charge of managing a café which caters to Cryptids and Ghosts. Their responsibilities include: Decorating the café, maintaining kitchen stock and equipment, choosing which drinks to sell and of course serving customers those drinks. 

Each decision the player makes will influence the café amenities and vibe, which affects how much the Café appeals to each of the unique Cryptids and the likelihood they will visit. The player might often meet Gef the Talking Mongoose if they put up spooky decorations, but never see Mothman due to a lack of lamps.

The experience is intended to be casual and relaxing, with a hint of mystery as the player slowly gets to know each of the Cryptids and unravels their stories.

My Contribution

I contributed significantly to the game’s narrative, assisting in concepting and writing Character Sheets for many of the characters. I was also responsible for designing and programming the game’s dialogue system. 

I designed, prototyped and programmed many of the game’s systems in UE4 with blueprints, including the Dialogue System, Customer AI System, NPC Preferences System and the Tutorial

I worked frequently with Widget Blueprints in this project, as many of the systems were tied to or interacted with via menus.

I frequently led meetings and headed the organisation of the project’s sprints. I was in charge of presenting our game’s pitch to tutors, which graded a First.

 

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Character Concept Art by Jesse Hooson and Adam Bester 

Achievements and Challenges