CozyChessu

Project informations

  • For work: All in Tactic Studio
  • Engine: Unreal Engine Blueprints
  • Project date: June 1 2025 - Present
  • Steam page: steam/cozychessu

Play a reimagined game of chess, complete cozy challenges, and build relationships with customers in a warm izakaya.

A cozy, story-driven chess game set in a cute izakaya, where special cards twist the rules and every match brings you closer to your customers.

Tasks

UIs

The UI was implemented using a modular system to support modified chess mechanics, special card logic, customer interactions and restaurant progression, with a focus on clarity, reusability and smooth in-game transitions.

AI Chess – Architecture

A hybrid chess + ability-card AI built with a clear separation of concerns. A Chess Brain evaluates pure chess positions, an Ability Brain handles card timing and impact and a personality layer introduces risk and human-like imperfection. All decisions are centralized in a Blueprint-based AIChessController.

AI Chess Decision Making

Each turn, the AI compares playing a chess move, an ability card or both. Options are scored based on board state, opponent pressure, Soul Points economy and risk, with controlled randomness added to keep the AI unpredictable and fun to play against.

Background NPC System

The Background NPC system is designed to make the restaurant feel alive rather than static. NPCs feature visual variations, arrive solo or in groups, follow natural meal cycles (arrival, seating, eating, leaving), use different tables, and play contextual animations with ambient chatter. Behavioral randomness, satisfaction levels, dynamic density control, overflow handling, and special events (VIPs, large groups) ensure the environment reacts to player actions and narrative beats, creating a believable and immersive social space.

Basic Tycoon System

The basic Tycoon system establishes the foundation for an Izakaya-style management loop. It uses a fixed Overcooked-style top-down camera with mouse-only interactions, placeholder meshes (tables, kitchen, NPCs), and simple click-based logic. NPCs are spawned, move toward tables, and display randomized requests through a thought bubble UI. A minimal HUD tracks score and happy customers in real time, updating as NPCs are successfully seated.

Ability Cards System

Ability Cards expand classic chess by introducing disruption, information control, movement manipulation, and risk-based mechanics. I implemented a large portion of the Card Manager system, handling card logic, game-state effects, deck/hand flow, and integration with the core chess rules to support dynamic and unpredictable gameplay.

Ability Cards System

Ability Cards expand classic chess by introducing disruption, information control, movement manipulation, and risk-based mechanics. I implemented a large portion of the Card Manager system, handling card logic, game-state effects, deck/hand flow, and integration with the core chess rules to support dynamic and unpredictable gameplay.

Card Driven Chess Movement System

I implemented a modular chess movement system where rooks, bishops, knights, and queens require specific movement cards to move. Built using strong object-oriented principles, the system cleanly separates piece logic, movement rules, and validation, making it easy to extend, debug, and integrate with the Ability Cards and Card Manager systems.