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Mouthful: A Recipe for Disaster!

About Development

In the world of Mouthful food will be your weapon as you hop from planet to planet solving problems the only way you know how... by eating.


For this project I worked on the Kill/Collect objective and collectable systems, the weapon ui, the pizza weapon, level select, and other miscellaneous tasks.

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  • The Kill/Collect objective system I created plays a cutscene that shows the player the area where they will have to complete the objective, along with tracking how many enemies they have left to kill or how many collectables are left to collect in order to complete the objective.

  • The trophy system tracks the amount of collectables the player has gotten in each level, and if the player collects all the collectables in a level it unlocks a trophy in the hub.

  • The pizza weapon shoots out pizza slices, and when eaten the pizza slices change in size and damage for a certain amount of time.

  • The weapon UI scrolls through our four different weapons, tracks the status of the current ability, the current weapon and its current ammo.

  • The level select is a 3D interactive map that has the camera pan over to the currently selected level.

Gallery

Mouthful: A Recipe for Disaster! trailer

Watch the final trailer for Mouthful!

Cut Level

Towards the end of development I made a choice to cut a level I was working on due to time restraints, we made a choice to make our levels more open rather than linear, but at that moment there were other tasks that needed to be handled, so I made the choice to cut the level I was working on so I could work on other issues with our game. The level was completed before our decision to change the level design, so here are some photos of what I completed.

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Since our game was food themed this level was inspired by breakfast foods.


The syrup you see through the level was an obstacle that would slow them down, making it easier for enemies to attack you. There are also the syrup droplets that would fall from the sky randomly, creating a unique obstacle path every time you played it.

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