
Kooeh: A Timeless Delight
Kooeh: A Timeless Delight is a heartwarming cosy narrative-driven restaurant management game about rediscovering lost family recipes and reviving the family restaurant.
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Currently still in development
Check out the Steam Page by clicking HERE!
Project Info
Genre: Wholesome, Simulation
Game Engine: Godot
Platform: PC, Xbox
Duration: May 2024 - Present
My Role & Responsibilities
Game Programmer:
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Collaborated with art team for asset implementations
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Optimizing VRAM usage
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Researched and assisted with upgrading Godot project version
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UI elements for gameplay and menus
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Research and development (R&D) on adding a new Quick Time Event (QTE) for recipe discovery
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​QA Tester:
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Stress tested different versions of game builds
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Listed down bugs, issues and feedback
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Identified which bugs must be fixed based on the severity
Asset Implementations
Most of the assets in the game needed to be replaced due to a change in art style. Therefore, I worked with the art team to add those new assets into the game and discussed in further detail on how the new layout would look. This applies to all assets such as the NPC customers, tilemap, food sprites, furniture and UI.


Old art style


New art style
Optimizing VRAM Usage
Identified the issues that caused high VRAM usage in the game by utilizing Godot's VRAM monitor to identify which textures that contributed the most in VRAM usage. Every texture was also set to VRAM Optimized in its import settings to ensure the game performance run smoothly.
Upgrading project version
I was tasked with upgrading the project version from Godot 4.2 to Godot 4.3. I then needed to ensure the game runs with no issues and no errors in the codebase due to the project upgrade since there are certain things that can be deprecated from the old version of the project.
UI Elements
Similar to replacing all the old assets but with slight rework and modifications to it. I worked on the journal which shows the food recipes with its details and also the wishing tree that grants players ingredients.


Journal rework

Wishing Tree rework
The ingredients in the wishing tree are randomized every time and players must select 3 different ingredients. Each ingredient has a rarity and different textures are assigned based on those rarity such as the common - blue, uncommon - yellow, rare - purple. The button on the bottom right uses a RichTextLabel that tracks the amount the player has selected and once the player has chosen 3 ingredients, the text will turn into 'WISH' and the button can now be pressed. After the QTE is done, a ribbon will appear with the ingredients selected popping up in which I utilized Godot's tween feature and it will then fly upwards.
QA Tester
I was assigned as a QA Tester to discover any bugs or issues in every game build that was made. My task was to stress test every new build version that came out to ensure the previous bugs that were fixed no longer appear and find even more new bugs. We used JetBrains Space as our main application to track every bug, issue and feedback which is listed down in there. Every bug will have a priority level and if it is game breaking, it will be considered high priority. This is crucial for showcase events that we attend to ensure those bugs will be fixed in time.