Process Architecture
To bridge the gap between Spatial Immersion (VR) and Precision Input (PC), this case study strictly adheres to the
MDA (Mechanics-Dynamics-Aesthetics) Framework.
This game design methodology was selected to isolate the shared logic from platform-specific inputs, ensuring that the
verified emotional result (Aesthetics) remains consistent even when the
interaction model (Dynamics) changes completely.
Sizzle
City
What began as experimental R&D into haptic technology evolved into a marketable desktop product strategy. The goal: Translate the physical sensation of "cooking" into a viable Steam release without losing the brand's cozy, chaotic soul.
Phase 1: Empathize
The Modality Gap
Defining the user conflict between Immersion and Precision.
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Physical Presence
Users expect to "be" the chef, utilizing gross motor skills (arms/body) and the "Golden Zone" of reach to interact with ingredients. -
Diegetic UI
Floating 2D menus break immersion. Interfaces must exist as physical objects (cookbooks, tickets) within the 3D world space.
-
Input Precision
Users expect rapid, micro-interactions. The loop focuses on optimizing workflows using mouse clicks and keyboard macros. -
HUD Overlays
Immersion is secondary to information. Users rely on static screen-space overlays (timers, inventory slots) for efficiency.
Matthew Bacon
Matthew is a goal-oriented Steam player. Unlike VR users who enjoy "messy physics," he views clutter as an obstacle. He optimizes for speed.
Requires explicit HUD overlays and linear onboarding. "Sandbox" elements must be togglable.
Phase 2: Define
Spatial Architecture
Designing for VR within a 2D tool like Figma requires strict ergonomic boundaries. I created a custom perspective grid to simulate a Parabolic Cylinder, ensuring all UI elements fall within the "No-Strain" neck rotation zone.
Priority "Pass"
- Mouse Precision Direct manipulation of tools and ingredients.
- Visual Feedback Sizzle sounds & steam visual cues.
- Adaptive Pacing User-controlled recipe speed.
- Accessibility Left-Handed Mode Toggle (Keybinding).
- Tutorials Contextual "First Recipe" onboarding.
- Chef Notes Real-world cooking tips overlay.
- Cosmetics Unlockable avatars (e.g., Cat Hat).
- Multiplayer Co-op lobby for collaborative cooking.
- Ranked Mode Star-rating system for speed runners.
- Physics Throwing Removed to reduce "messy" clutter.
- Voice Chat Excluded to prevent toxicity.
- Spatial Inventory Replaced by static HUD slots.
Phase 3: Ideate
Adaptive Logic Flow
I restructured the game loop to address the key friction point: Handedness. By creating a logic branch before the tutorial initializes, we prevent players from learning "backwards" muscle memory.
- Start: Added "Click to Enter" to sync GIF loops.
- Logic Branch: Inserted Handedness Check before Tutorial.
- Result: Controls bind dynamically to Left/Right.
The Fidelity Leap
The project began in VR/Spatial (Sketch & Greybox) to establish the ergonomic "curved" boundaries.
Once the layout was validated in the headset, I translated that curvature into a 2D Desktop Interface, retaining the immersive "cockpit" feel while optimizing for mouse-and-keyboard input.
Phase 4: Prototype & Test
Thematic Analysis
"I didn't understand the character select screen... not being able to click them. I don't know if those get unlocked later."
Reduce Visual Load: Add explicit tooltip text to locked items explaining unlock criteria to better instruct the user.
Users struggled to find the "Next Step" prompt during the chopping minigame.
Visual Cues: Add a pulsing highlight effect to the 'C' button UI element when a task is complete.
Unsure if selecting rewards or sampling them; 2 highlighted items were unclear.
Explicit Call to Action: Add text "Please choose ONE of your rewards" to clarify the mechanic.
Reflections & Roadmap
Production Ledger
Build: v1.0 (PC)