ROLL RUSH
Role: Independent
Engine: Unreal Engine 5
Genre: Cooking Simulator
A time-based scoring game, I created Roll Rush to explore player input, UI systems, and time-based gameplay mechanics. This project also showed me first hand the importance of game design, allowing me to experiment with different designs and mechanics and see which worked best from a player perspective. Built in Unreal Engine using Blueprints, I focused on creating a playable loop that felt intuitive under pressure.
March 2024
KEY MECHANICS
Order Queue System
Meal orders appear one at a time, with a maximum of five active orders at once. Each new order is added to the end of the queue (on the right), and when an order is completed, all remaining orders shift one space to the left. This keeps the queue in chronological order, so the longest-waiting order is always shown first.





Kitchen Components
I built a range of interactive kitchen elements, including ingredient barrels, chopping boards, a stovetop, a rubbish bin, and a fire/fire extinguisher system. Each component has its own function and player interaction, helping me practice building clear, modular mechanics and designing gameplay spaces that feel active and responsive.
Ingredient barrels
Where players can access endless amounts of each ingredient.




Chopping Boards
Where players can chop up the appropriate ingredients.





Stovetop
Where players cook their rice to perfection. Leaving rice on for too long burns it and causes a fire!





Fire & Fire Extinguisher
Fire starts to spread when the rice is left on the stove for too long. The fire extinguisher can be used to put out fires.






Combining Ingredients
I implemented a system where players can toss ingredients onto each other to create dishes. This involved detecting which ingredients were colliding and identifying valid combinations to form the correct meal. It helped me practice collision handling and designing clear rules for merging gameplay elements.





Score Tracking
I implemented a scoring system where players earn points for each correctly delivered meal, with more complex meals awarding higher scores. This included displaying a final score at the end of each run and storing, updating, and showing a high score to track player progress over time. This helped me practice dynamic score calculation and updating the UI to reflect player progress in real time.






Player Input
I learned how to enable player input, recognise specific actions, and trigger the correct functions in response. This included implementing responsive character animations tied to player actions such as moving, chopping, or delivering items, using Blueprint logic in Unreal Engine. I also created and implemented my own mechanic, where the player can turn their character into a ball and roll around at high speed, allowing them to move around faster.










Customers
The customers in Roll Rush are animated and react to the dishes placed in front of them. Customers sit idly as they wait for their food, and dig in when their order arrives at their table.


Time-Based Gameplay
I implemented a countdown timer with a brief delay to give players time to prepare. I practiced syncing the timer with the UI for smooth, clear updates, managing timer states, and designing feedback that balances time pressure without overwhelming players.



