PROJECT /06
Gece Marketi
A KWINTET GAMES PROJECT
DEVELOPMENT / PLANNING
- ROLE
- Game Developer / Game Designer
- FORMAT
- Portrait Mobile Game

OVERVIEW
The Project
Gece Marketi uses a limited food-truck service viewpoint to connect two main phases. Daytime preparation lets the player purchase the supplies needed for the next shift; nighttime gameplay moves into customer-facing service and visible reactions before the cycle closes on an end-of-night Summary.
SYSTEM HIGHLIGHTS
Core Systems
A selection of core gameplay systems highlighted through media and code.
TECHNICAL PRESENTATION
Gameplay + Code
The service result combines recipe validation, customer preferences, and patience before returning the evaluated order to the service flow.
Core Service Gameplay
The active night phase centers on the food-truck service loop and the player's interactions with the game world and customers.
- CONTRIBUTION
- Worked on the active service flow that connects the food-truck viewpoint, customer interaction, and shift progression.
public static OrderResult Evaluate(CustomerSO customer, RecipeSO recipe, PreparedOrderSnapshot snapshot, float patiencePercent){ if (customer == null) return OrderResult.CreateInvalid("Customer null."); if (recipe == null) return OrderResult.CreateInvalid("Recipe null."); if (snapshot == null || !snapshot.HasAnyContent) return OrderResult.CreateInvalid("Prepared order snapshot empty."); OrderResult result = CreateEmptyResult(); EvaluateRecipe(recipe, snapshot, ref result); EvaluateCustomer(customer, snapshot.FinalTags, ref result); FinalizeResult(customer, recipe, patiencePercent, ref result); result.QualityScore = snapshot.QualityScore; return result;}ARCHITECTURE
System Map
Daytime preparation and night-shift gameplay cycle
The verified loop moves from daytime purchasing into the active night service phase, customer interaction and reaction, then through shift completion and the Summary before beginning the next day.
- Daytime Phase
- Flows to: Purchase Supplies
- Purchase Supplies
- Flows to: Start Night
- Start Night
- Flows to: Core Service Gameplay
- Core Service Gameplay
- Flows to: Customer Interaction
- Customer Interaction
- Flows to: Customer Reaction
- Customer Reaction
- Flows to: End Night
- End Night
- Flows to: Summary
- Summary
- Flows to: Next Day
- Next Day
- Flows to: Daytime Phase
SCOPE
Responsibilities
GAMEPLAY FLOW
- Worked on the day-and-night gameplay flow connecting preparation, active service, and shift completion.
CUSTOMER INTERACTION
- Contributed to the customer-facing interaction and visible reaction flow.
DAYTIME PREPARATION
- Contributed to the supply-purchasing preparation phase used before the next night shift.
SHIFT FLOW
- Worked on the connection between active night gameplay and the end-of-shift Summary state.
DEVELOPMENT NOTES
Development Process
- 01
PORTRAIT-FIRST DESIGN
The project was developed around a vertical mobile presentation and the limited viewpoint of the food-truck service window.
- 02
DAY / NIGHT STRUCTURE
The core loop was separated into a daytime preparation phase and an active night service phase.
- 03
CUSTOMER FEEDBACK
Customer reactions provide visible variation and feedback during repeated service interactions.
- 04
SHIFT COMPLETION
The active gameplay cycle concludes through the end-of-night Summary before returning to preparation.
SELECTED MEDIA
Gallery







