Padoca Três Migalhas

Genre: Cozy, Simulador
Platform: Windows
Development period: Ten days
Ano: 2026
Step into the welcoming universe of the Brazilian Bakery, where every customer brings not only an order but also the cultural diversity of our country. Here, French bread may be called pãozinho, média, or other names — each region has its own unique way of referring to the products. Your challenge is to serve customers on time, organize the orders, and make sure no one leaves empty-handed. The game blends the everyday life of the bakery with the richness of Brazilian popular language, turning each interaction into a fun and educational experience about how the same bread takes on different names across Brazil.

Galery

My Contributions

Dev – Complete development of the game’s code. I used a base project I had previously created for this purpose, making small adjustments and removing unnecessary systems — GitHub: danizidio/Base_Project — with the goal of speeding up the development of gameplay and specific mechanics.
  • Real-time inventory management – When collecting or returning products, the system updates the table with available items, ensuring quick visualization and proper care with deliveries. I used Event Actions to test rapidly during development days and to keep the code safe for testing components separately.
  • Timer and NPCs (non-playable characters) – Time is important as it provides visual feedback on how much is left and helps identify the pattern in which NPCs appear in each stage. Although NPC spawning and timing run on different systems — one via coroutines and the other through FixedUpdate — they work together to create consistent gameplay flow.
Tech Artist – Responsible for integrating art and technology within the engine. I worked with shaders, VFX, and defined lighting and post-processing to ensure good presentation, performance, and visual effects that reinforce feedback, transitions, and small details that make the experience more engaging.
Game Designer – Defined gameplay dynamics, including how the player moves, the frequency of NPC appearances, the number of orders and items, and how feedback is delivered, prioritizing sound and visual effects.
Character Artist/Animator – Designed friendly characters with personality.
Project Coordination – Oversaw the overall organization of development, maintaining clean version control, branch separation, and integration between code, art, and design. The focus was to ensure that each part of the game connected smoothly and that the process remained sustainable without compromising deadlines or quality.

Tools and Technologies

  • Engine - Unity 6.5.0 f1.

  • Version control - Github.

  • IDE - Visual Studio 2026.

  • Others- Krita, Audacity.

Development Process

The Beginning

Before the challenge started, we already knew the duration of the game jam: ten days! With that information, I made it clear that we needed to keep a well-defined and optimized scope to avoid discomfort among participants.
Once we learned the theme — Brasilidade (Brazilian identity) — we allowed ourselves two initial days for brainstorming. We sought to understand and bring elements from our own reality, avoiding clichés, childhood memories, and things familiar to the team. As kids in the family (us) often went to the bakery to buy bread, we defined a plan: create a bakery game!

Technical Challenges

As the technical lead in game creation, I made decisions about technologies, tools, version control structures, and code architecture. With a structured base already in place, my focus was on system architecture and the game’s presentation.

Artistic Creation and Characters

I dedicated two days to drawing friendly characters and bringing them to life. I created hand-drawn characters with a unique visual style, combined with a 3D world that reminded me of Parappa the Rapper. I chose not to animate them, allowing for a non-orthodox visual approach for today’s standards, but gave them vocalizations, phrases, and captivating visuals. Every detail was designed to make the game welcoming and engaging.

Organization

After brainstorming, I divided production into two phases. First, validating the core mechanics within five days, with test builds for Windows and Linux. The remaining five days were dedicated to refining and adding features beyond the MVP.
  • In four days, we had a base version ready for testing.
  • By day seven, characters already had interactions, phrases, and the game’s ending screen.

Finalization

The last days were focused on bug fixes and engine work: adding audio and voices, adjusting lighting, VFX effects, defining shaders, and ensuring balance so the demo wouldn’t feel too static or chaotic.

Publication

The game was published with four hours to spare. The final day was dedicated to refining gameplay, capturing screenshots and video for the game’s page, and creating a tutorial to guide players through the first stage.

Links

Credits

Made together with the help of my cousins, to whom I am grateful for their effort and dedication. May this light the spark of game creation in your hearts!

2025 Daniel Amorim