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.

  • Unity
  • C#
  • Co-op multiplayer
  • State sync
  • Touch input
Gameplay footage.
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

An order, start to finish

The systems above, in the order a player meets them

  1. Order arrivesIt joins the queue with a 30-second expiry timer.
  2. Players prepareBrew, blend, chop, heat and cool. Interaction priority picks the right station.
  3. State stays sharedCups, stations, burn states and brew-complete indicators sync across players.
  4. 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.