Yes, Chef: The First Shift

Yes, Chef: The First Shift was created in just two weeks for a Galaga-inspired game jam. But instead of copying the retro arcade aesthetic, we took a wild left turn. I posed a simple question: “What if cows shot milk?” That one line launched us into a fast-paced creative spiral, eventually culminating in a chaotic culinary shoot-em-up inspired by the absurdity of the St. Frog anime and the commanding energy of Gordon Ramsay.

GAME DESIGNSYSTEMS DESIGNUI IMPLEMENTATION

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yes, chef: the first shift

Yes, Chef: The First Shift was created in just two weeks for a Galaga-inspired game jam. But instead of copying the retro arcade aesthetic, we took a wild left turn. I posed a simple question: “What if cows shot milk?” That one line launched us into a fast-paced creative spiral, eventually culminating in a chaotic culinary shoot-em-up inspired by the absurdity of the St. Frog anime and the commanding energy of Gordon Ramsay.

  • Engine: Unity

  • Role: Game Designer

  • Team Size: 6

designing a funky, functional shmup

As the game designer on a six-person team, my core responsibilities centered on the core gameplay loop and enemy encounter design. I crafted a pacing structure based on three escalating enemy waves, with intentional breaks between each to insert narrative beats and build rhythm into the experience.

Mechanically, we stayed true to classic shmup roots, with enemies spawning in waves and power-ups that escalate throughout a play session. However, we reimagined the experience through the lens of a surreal kitchen battlefield, pitting Frogden Ramsay, an intergalactic culinary emperor, against us. My aim from the beginning was to find ways to subvert the genre by asking, “How much can we make this Galaga clone look nothing like Galaga?” Subverting genre expectations using the theme led to the power-up cooking mechanic: players must cook dishes to activate upgrades, such as increased fire rate or special damage types. This design decision incorporates the famous kitchen intensity of Chef Ramsay as a game mechanic that forces players to split their attention effectively to defend their kitchen and survive the shift.

systems tuning & ui implementation

Working closely with the UX/UI Designer and Programmer, we established a game flow of three combat and three dialogue phases, with escalating enemy waves to set the game’s pace. As we introduced the non-traditional cooking mechanic, we used that pacing of combat and dialogue to onboard players to the gameplay.

I worked on the technical implementation of the in-game UI in Unity to reinforce the game’s cooking-shmup theme. By creating well-organized canvas hierarchies and a Figma-to-Unity export workflow, I resolved cross-tool issues. I ensured the UI helped players understand the action without crowding the game screen.

outcomes & reflections

During a fast-paced two-week jam, I provided structured creativity. Building a reactive testing workflow provided the team with the foundation to make fast, fearless decisions. I iterated quickly without fear, designing with an empathetic, deadline-oriented perspective.

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