Overall, the process of planning out ‘Overcooked’ was rather simple.

This wasn’t a narrative driven game, so a few basic CG cutscenes to introduce the setting would do.

The real core would be the maps, level design, and interactions. Which is where the dev team would need to truly let loose and shine, because the quality of these aspects will have a direct impact on the gameplay experience.

On top of that, there were many scenes and set pieces. With every level having a different theme, along with different models, textures, and so on.

The gameplay mechanics encompass many kitchen related activities such as Chopping Vegetables, Dish Washing, Frying, etc. This is one of the most distinctive aspects of ‘Overcooked’.

Next came the difficulty and number values. Stats such as how quickly each task could be completed, how much time was given for each stage, or even how many stars a stage could reward.

But this would not be an issue for Chen Xu, who had accumulated many related skill books over time.

Though not quite reaching the level of a MOBA or RTS balance team, his ability to measure the various data interactions was impressive, and would only grow more impressive as time went on.

And for a game like ‘Overcooked’, he could very likely handle the entire balancing process by himself, using memory capsules to sample the original game.

Once these key aspects were complete, the remaining elements such as music and UI would be next, though they would not be a very high priority.

Instead, Chen Xu looked towards content expansion.

In the old world, the modding and workshop community for ‘Overcooked’ never took off.

There was simply no developer support for this aspect, and the hoops people had to jump through just to get the mods working was also a major pain point.

After all, the core content of Overcooked was the mixing and matching of existing elements, which was similar to what modding could accomplish.

So if players were allowed to create custom content, what could the devs sell as DLC afterwards? Unless they were new assets and mechanics, the players could just recreate any DLC for free if they wanted.

But of course, the simple truth is most likely that the devs just didn’t consider this a possibility while making the game. They didn’t expect their game to be a hit and didn’t think a community would form around it.

But for Chen Xu, who had seen the success of ‘Overcooked’ first hand.

This was a much more experimental case.

There was an odd phenomenon Chen Xu had noticed.

While the tools available for creating games were far more advanced than those found in the old world, the modding scene was almost non-existent.

Which sounded absurd when he thought about it. After all, modding was such a big deal in his old world that there were entire successful genres created entirely as mods of other games.

Perhaps it was due to the hassle. Why mod another game when you could just make your own and own all the rights? On the flip side, why allow for others to mod your game and risk exposing sensitive data?

To allow for the modding scene to thrive, the base game needs to be designed with modding in mind.

That alone would be a turn-off for many game designers. Seen as a troublesome task with no obvious benefits.

But with his otherworldly perspective, Chen Xu is very much aware of how much modding can enhance the experience of a game.

Not just indie games, but even huge AAA titles can live and die by the modding communities that form around them.

And ‘Overcooked’ would be Chen Xu’s lab rat.

With this game, Chen Xu would go all-in on the modding support. He wouldn’t just stop at adding a modding interface like the games in his old world.

Those things were usually rather clunky, and had convoluted UI design. Presenting a terribly steep learning curve for people who are just starting out. And discouraging others from easily joining in the fun of modding.

“The Nebula Creative Workshop—if people want to make or use mods, they’ll need an account on our platform. So we’ll need to have dedicated servers,” Chen Xu mumbled to himself as he drafted the concept document.

“We’ll also need to make some changes to the structure of the game.”

The plan was to make the game modular, sort of like ‘Minecraft’.

Conveyor belts, dishwashing stations, cabinets, fire extinguishers, stoves, and even large set pieces like hot air balloons.

Almost every in-game item would have to be movable, combinable, or replaceable.

There would be a large selection of thematic backdrops as well, ranging from glaciers, underworlds and ordinary restaurants. Those would have to be fixed to preserve the core mechanics of the game.

On his desk, Chen Xu made progress at a steady pace, fleshing out the details of ‘Overcooked’.

And after about two days, he called for a meeting with his trusted team leaders. Ready to unveil their latest project.

—————————————–

In a modest conference room with cozy decorations, a group of people chatted in low voices.

The door swung open and Chen Xu strolled in with a huge mug of coffee, smiling and waving for the people to not bother with formal greetings.

“Sit, sit. Let’s have a quick overview of our next game, I’m pretty excited about this one.”

At his words, the people in the room perked up in anticipation, each one imagining the ideal game they wanted to make, hoping this latest addition would suit their tastes.

But regardless of the genre, they were raring to go. The success of ‘Outlast’ didn’t only fill their hearts with a sense of pride and accomplishment, but also filled their bank accounts with generous bonuses.

And above all, they trusted Chen Xu.

How could they not? His track record in the industry was nothing short of amazing. Even if they weren’t at the level of industry giants, they now had enough clout to command respect and attention.

“How’s everyone recovering from ‘Outlast’? Good, I hope.” Chen Xu jokes. “We’ll be dialing it back this time, going for something light and fun. Something suitable for the spring season.”

He picked up on the worry that began to color their faces and raised a calming hand.

“Don’t you worry, I’ve taken the timeline into account. The scope of the game isn’t comparable to ‘Outlast’, It’ll be much smaller.”

But he continued with a serious expression.

“But that doesn’t mean we can treat it lightly. This small game will be playing a very important role in the future development of our company. And I hope to use it to further the expansion of our Nebula platform.”

After all, what kind of game studio doesn’t want their own successful platform.

Everyone present at the meeting had signed confidentiality and non-compete agreements with Nebula, so he wasn’t too worried about leaks.

Besides, business was booming, and Chen Xu was openly sharing his plans to expand the company. So even if some details got leaked, it wouldn’t be the end of the world.

Upon seeing his serious expression, the people in the room responded with equal seriousness—and perhaps even more excitement.

They were young, hungry, and filled with ambition. Nobody wants to waste their life at a dead end company.

And Nebula was a brand that was proving to hold some strength, more than just a shell with motivational slogans and empty promises.

“Here’s the concept draft of our next game, I’m sure you’ll understand after we go through it.”

“Feel free to share any ideas or feedback, anything to make the experience even more enjoyable. We need a bigger focus on promotion too.” Chen Xu said while booting up the projector.

The screen lit up with the design concept for ‘Overcooked – Chaos’.

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