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The Pizza Lab - Interactive Pizza-Making Game in Unity

Role: UX Designer / Unity Developer
Tools: Unity (C#), XR Toolkit or standard controller input
Timeline: 2 months
Platform: VR/AR

Project Overview

This is an immersive cooking simulation game where players assemble a pizza by interacting with ingredients in a virtual kitchen. The goal is to create a fun, reactive system where each step — like placing cheese or sausage — visually updates the pizza in real time.

Objective

Design a loud, vibrant, and contemporary homepage that captures the agency’s dynamic spirit, reflects their services in a no-nonsense way, and stands out visually from other agencies in the space.

Problem Statement

In many cooking games, actions feel disconnected from the world — dropping items doesn't result in feedback. I wanted to create a system where ingredients trigger visual and state-based transformations, so the dough visibly changes as it’s topped.

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The challenge was to build a modular, reusable interaction system where ingredients could disappear and swap out visual states based on what’s dropped onto them.

Design Process

Gameplay Interaction Logic
 
  • Each ingredient (cheese, sausage, etc.) is a physical object with a Collider + Rigidbody
  • The dough acts as a trigger zone that detects which ingredient enters it
  • When cheese collides with the dough’s trigger:
    • The cheese object disappears (is destroyed or hidden)
    • The dough’s material or model is swapped to a cheese-topped version

Implementation Details

  • Used OnTriggerEnter(Collider other) to detect collisions

  • Created an enum or tag system to determine which topping is applied

  • Attached a PizzaManager script to handle:

    • State tracking (e.g., hasCheese, hasSauce)

    • Visual swaps (via material change or model activation)

  • Setup modular ingredient prefabs for consistent behavior

Ready to cook?
 

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Testing + Iteration

  • Playtested object interactions to ensure:

    • Toppings register on first drop

    • Feedback feels responsive and clear

  • Adjusted collider sizes and physics settings to prevent bouncing or false triggers

  • Explored future additions like undo mechanics or combination-based recipe logic

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Results + Reflections

Created a functional base for expanding into multi-step cooking mechanics

The pizza interaction system is scalable — can be reused for any stackable recipe logic

Next Steps:

  • Add time pressure or scoring

  • Include visual/auditory feedback when a topping is successfully added

  • Expand to full meal-making with sequential tasks

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