Professional work @ GrayHat · Mobile co-op
Performative Cafe
An Overcooked-style co-op café game for 1–4 players, built portrait-first for mobile. Players race order timers to brew matcha and espresso, blend, chop, heat, cool and serve, while every cup, station and customer stays synchronized across all players.
- Context
- Professional project, GrayHat Developers
- Role
- Gameplay programmer
- Players
- 1–4, co-op
- Platforms
- Android, iOS, WebGL
What I built
Interaction systems, multiplayer sync, mobile UX
- Recipe and order-queue system with 30-second expiry timers and three-stage visual warnings.
- Interaction priority: the game picks the right station based on what you're holding, the recipe, and what's about to burn.
- Synced feedback: burn states, brew-complete indicators and cup state, kept in sync for every player.
- Mobile controls: touch input, a virtual joystick and haptic feedback tuned for 9:16 portrait play.
An order, start to finish
The systems above, in the order a player meets them
- Order arrivesIt joins the queue with a 30-second expiry timer.
- Players prepareBrew, blend, chop, heat and cool. Interaction priority picks the right station.
- State stays sharedCups, stations, burn states and brew-complete indicators sync across players.
- Serve, or watch it expireTimers escalate through three visual warning stages.
The challenge
A co-op kitchen is a shared-state problem. Up to four players work on the same cups and stations at once, orders expire on timers and items can burn, and all of it has to read the same on every player's phone.
The approach
Cup state, burn states and brew-complete indicators are synchronized in multiplayer, so every player sees the same kitchen. On a small portrait screen, interaction priority picks the station for you based on what you are holding, the recipe and what is about to burn.
Keep exploring
Need gameplay systems that stay in sync?
I'm open to game development roles, freelance projects and collaborations, in Pakistan or remote.