

Marshmallow Roast (2024)
Programmer, VFX Artist, System Designer
A Peaceful But Competitive Arcade Game About Roasting Marshmallows
Two players share a calm campfire moment... but behind the cozy atmosphere hides competition. Each player must rotate their marshmallow using arcade controls, ensuring every side is perfectly roasted before time runs out. Burn it, and victory goes up in smoke.
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This game was created in 2024 during Design Week at Sheridan College. I was responsible for programming, VFX art, scene setup, and system design.
Gameplay Video
Game Features
In a quiet forest, take 30 seconds to forget the world and just roast a marshmallow!
But be careful... every side is sensitive to the heat. Try to roast the perfect 100-point marshmallow or compete with your friends!




Design Process
Since the game was designed around arcade controls, the first idea for our team was to focus on the tactile feel and flexibility of an arcade joystick.
That led us to the concept of rotating a marshmallow over a campfire using the joystick’s circular motion. While most teams aimed for fast-paced or competitive gameplay, we decided to take a different approach: creating something simple, cozy, and relaxing instead.

Game Concept on white board - Mar 2024
Play Against Other Players Worldwide
Set Sail On Adventures to Win Tokens and Unlock Rare Items

Campfire Prefab - Mar 2024

Overall WIP - Mar 2024
Work in Progress Day 1
The first day was mostly about developing ideas. So I started by creating some of the art assets we would need, such as different styles of campfires, to explore the overall game tone and atmosphere.
I also help set up the initial scene layout, adding small details to visualize how I imagined the final game might look and feel.
Work in Progress Day 2-3
During Days 2–3, my main task is to participate in developing the marshmallow roasting mechanic.
Instead of treating the marshmallow as a single object, we divided it into a 3×3×4 grid, where each cell reacts differently based on its distance from the fire.
Each grid cell has its own script to handle roasting independently: reducing its “health” over time and updating its color through a gradient system.
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After finishing the marshmallow logic, I moved on to the fire system.
I set up three layers of hitboxes at different heights: the lower the layer, the higher the heat damage (making the roasting effect more intense the closer it gets to the fire).
By combining these two systems, each part of the marshmallow now roasts differently based on its distance from the fire and the time.
This not only makes the roasting process more realistic but also adds an extra fun and interactive telement o the gameplay.

Marshmallow Grids - Mar 2024

Grids Script - Mar 2024

Fire Hitbox - Mar 2024

Roast Test - Mar 2024

Result Demonstration- Mar 2024

Score Logic - Mar 2024
Work in Progress Day 4
After completing the core gameplay loop, we added a result system to make each run feel more rewarding.
The game now evaluates the final marshmallow based on how evenly it’s roasted, giving the player a score and rating.
Each marshmallow cube is scored based on its doneness level: too raw or too burnt earns fewer points, while perfectly roasted cubes score higher.
The total score then determines the final rating: Bad, OK, or Perfect.
Final Day
Before the final showcase, we added a two-player mode, allowing players to choose between enjoying a relaxing solo roasting session or competing head-to-head with a friend.
It was really happy to see people playing and enjoying our game!
And...of course, hearing all the kind words from my teammates :D

Words from my great great teammates - Mar 2024

Two Player Mode - Mar 2024
Showcase Day - Mar 2024



