04 / Prep Everything!

A simple gesture only feels simple after the controls, camera, feedback, and failure states agree with each other.

I designed Prep Everything! around short preparation tasks: cutting and wrapping watermelon, painting fish, packing strawberries, completing orders, receiving grades, finding rare variants, and choosing what to ship or keep.

Type Roblox prototype
My role Systems design, mobile interaction, QA specification, economy planning
Status Prototype

01

Why I started it

I wanted to avoid the repetitive clicking and oversized maps common in many simulator games. I needed a loop I could build in small pieces and that a phone player could understand within seconds.

I narrowed the core idea to one compact station: choose an order, complete a tactile task, receive a grade, then ship the result or keep a rare version.

02

What I designed

  • A five-product delivery loop with normal, rush, and gold orders; grades; rare reveals; shipping; keeping; collections; and delivery bonuses.
  • Touch constraints, task cameras, arrows, highlights, feedback, timers, and tutorial sequencing for phone play.
  • Server-controlled grades, rewards, thresholds, mistakes, and progression.
  • A content path based on reusable stations and new preparation mechanics rather than a map that grows faster than it can be maintained.

03

What I found difficult

While testing, I found that touch interactions fail in small, specific ways: a drag stops mid-path, a guide sits above the actual target, an object rotates on the wrong axis, a hit area is too short in landscape, or the task never reaches a valid completion state.

I had to write detailed bug descriptions and repeatedly adjust the interaction itself, not just the appearance around it.

04

What I am testing now

I now have a defined loop and a large QA record. My next step is to narrow the product set, make three tasks consistently good, and prove the delivery and collection loop before I expand the map or monetization.