ATT
BACK TO ALL PROJECTS

PROJECT /06

Gece Marketi

A KWINTET GAMES PROJECT

DEVELOPMENT / PLANNING

Gece Marketi portrait gameplay view from inside the food truck during an active order.
Gece Marketi is a portrait mobile game built around a day-and-night gameplay cycle. During the daytime phase, the player prepares supplies such as food and serving items, then handles the active night shift before reviewing the results at the end of the cycle.PREPARE → PURCHASE SUPPLIES → START NIGHT → SERVE / INTERACT → CUSTOMER REACTIONS → END SHIFT → REVIEW SUMMARY → PREPARE AGAINView full-size image ↗

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

01 — Core GameplayCore gameplay takes place from the food-truck service window, where the player handles the active night phase and interacts with the customer and service loop.

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.
SERVICE RESULT EVALUATIONPROJECT SOURCE / Assets/Scripts/Systems/OrderEvaluator.cs / C#
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 PhasePurchaseSuppliesStart NightCore ServiceGameplayCustomerInteractionCustomerReactionEnd NightSummaryNext Day
  1. Daytime Phase
    • Flows to: Purchase Supplies
  2. Purchase Supplies
    • Flows to: Start Night
  3. Start Night
    • Flows to: Core Service Gameplay
  4. Core Service Gameplay
    • Flows to: Customer Interaction
  5. Customer Interaction
    • Flows to: Customer Reaction
  6. Customer Reaction
    • Flows to: End Night
  7. End Night
    • Flows to: Summary
  8. Summary
    • Flows to: Next Day
  9. 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

  1. 01

    PORTRAIT-FIRST DESIGN

    The project was developed around a vertical mobile presentation and the limited viewpoint of the food-truck service window.

  2. 02

    DAY / NIGHT STRUCTURE

    The core loop was separated into a daytime preparation phase and an active night service phase.

  3. 03

    CUSTOMER FEEDBACK

    Customer reactions provide visible variation and feedback during repeated service interactions.

  4. 04

    SHIFT COMPLETION

    The active gameplay cycle concludes through the end-of-night Summary before returning to preparation.