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Side Project

Chillax Yum-Yum

Chillax Yum-Yum is an online co-op restaurant game where players cook, deliver, and survive chaotic town routes together. The project builds on Thai-local culture references in Hua Hin and focuses on a funny but high-stakes loop: gather, cook, deliver, and hit your daily rating quota before your boss shuts you down.

Unity Prototype In Progress Co-op
Chillax Yum-Yum key art

Project Overview

Chillax Yum-Yum is an online co-op restaurant game where one player can stay in the kitchen while another handles outside tasks like gathering ingredients and deliveries. The experience is built around funny chaos and communication under pressure.

Every day is evaluated by a rating quota. If the team misses quota, the day fails. If the team succeeds, difficulty scales up with tougher timing and more demanding order flow.

My Role

I handled major cross-discipline ownership on this project:

  • Game and system design for the day loop, cooking flow, and progression pressure.
  • Level design and route planning to support gather-to-deliver decisions.
  • World building based on local Thailand references around Hua Hin atmosphere.
  • Art direction and 3D asset production for characters, shop identity, and vehicles.
Motorbike concept sketch Low-poly motorbike 3D model
motorbike sketch to 3d

System / Core Mechanic

1

Receive Orders

Mr. Krapow sets the day target and order queue.

2

Gather Ingredients

Players split to source materials before the timer punishes delay.

3

Cook

Station timing and sequence execution determine final food quality.

4

Deliver

Players ride out and complete routes under hazards and penalties.

5

Bank Ratings

Completed deliveries add customer ratings toward the daily quota.

6

End of Day

Quota pass means progression; quota fail means day loss.

Gather -> Cook -> Deliver Quality affects ratings
Core mechanic cooking gameplay view
Cooking mode view showing station timing and first-person interaction flow.
Hand and pocket inventory interface
Hand and pocket inventory UI for quick item swaps during active runs.

NPCs and How They Complement Gameplay

NPCs are designed as active gameplay systems. They influence progression, resource flow, and player behavior in each day cycle.

Mr. Krapow concept art

Mr. Krapow

Sets quota and order flow, defining success and failure conditions.

Porpla concept art

Porpla

Converts materials, making route/resource decisions more strategic.

Officer Hua Hin concept art

Officer HuaHin

Penalizes unsafe riding and reinforces helmet-system behavior.

Nang Tani concept art

Nang Tani

Provides blessing-based variation that changes run outcomes.

DJ Octaballin concept art

DJ Octaballin

Adds disruption events and mini-game pressure to break routine.

Player character concept sketch

Player Character

Crazy ass player character

Worldbuilding and Map Design

The world is built from real Hua Hin references, then simplified into a readable co-op map with clear landmarks and route identity.

Route planning is organized around delivery pressure, ingredient access, and recovery zones so players can make quick decisions in co-op.

I used hand-drawn layouts and graybox passes to tune travel distance, turn rhythm, and interaction spacing before final art.

The final pass keeps local atmosphere while avoiding visual noise that would hurt navigation during fast runs.

Map and Environment

Annotated map extension draft
Hand-drawn map layout sketch
Real-world local reference area for the map
Street and gas station reference for environment landmarks

Shop and Interior

Kitchen floor planning sketch
Shop front concept art with scooter
3D shop model with signage
Early graybox shop prototype layout