Sous Chef - A identity of food culture

VR Systems & Interaction Design

Designed a VR cooking system exploring how cultural, political, and environmental constraints reshape food and player decision-making.

Sous Chef is a VR cooking game where players adapt recipes in a world where ingredients and flavours are gradually banned due to political, cultural, and environmental pressures.

Set in a Goan restaurant, the game explores the tension between preserving culinary identity and adapting to changing constraints.

My Contribution

• Led end-to-end design (research → ideation → implementation) over 10 weeks

• Designed core gameplay systems and interaction mechanics in VR

• Built ingredient, substitution, and restriction systems

• Implemented cooking interactions and player feedback loops in Unity

Problem: Designing Meaningful Choice Under Constraints

How do you create a cooking system where limitations (banned ingredients) drive creativity rather than frustration?

Challenges:

• Avoiding linear “correct recipe” solutions

• Maintaining player agency despite restrictions

• Translating abstract themes (identity, loss, adaptation) into gameplay systems

Core System: Constraint-Driven Cooking

Players must adapt recipes based on dynamic restrictions:

• Ingredient Bans - Certain ingredients become unavailable due to external factors (political, cultural, environmental).

• Substitution System - Players experiment with alternative ingredients to recreate missing flavours.

• Recipe Adaptation - Success is not binary , outcomes vary based on how closely players approximate original intent.

• Consequence Layer - Choices impact dish quality, authenticity, and player progression.

VR Interaction Design

• Designed hands-on cooking interactions (cutting, mixing, pouring)

• Focused on intuitive object manipulation and physical feedback

• Ensured clarity in multi-step cooking processes within VR constraints

• Balanced realism with usability to avoid friction in repeated actions

System Design

• Dynamic Restriction System - Simulates real-world bans and scarcity, forcing players to adapt continuously.

• Identity vs Adaptation Loop - Players choose between preserving authenticity or innovating under constraints.

• Ingredient Knowledge Layer - Encourages experimentation and learning through trial and error.

• Progression Through Mastery - Players improve by understanding systems, not by unlocking stronger stats.

Design Intent

The game translates real-world issues such as cultural erasure, regulation, and food politics into interactive systems, allowing players to experience these tensions through gameplay rather than narrative alone

Outcome

• Created a system-driven VR experience centered on constraint-based decision making

• Encouraged player creativity through non-linear problem solving

• Demonstrated how abstract themes (identity, loss) can be expressed through mechanics

• Built a complete vertical slice within a 10-week timeline

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Let's discuss the next ambitious thing

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Let's discuss the next ambitious thing

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