Healthy Catering is a 3D serious game developed as part of my bachelor's degree in Computer Science at the University of Bari. Created in collaboration with Saverio Cassano , this project combines gaming entertainment with educational content focused on nutrition, pathologies, and environmental sustainability. The game places players in the role of a restaurant manager who must serve appropriate dishes to customers based on their medical conditions and dietary requirements.
Developed for the Multimedia Design and Production course, the game targets students from hospitality institutes and nutrition science courses. The project emphasizes the correlation between food choices, health conditions, and environmental impact through an engaging first-person gameplay experience.
The game was later extended with VR capabilities by my collaborator as part of his bachelor thesis. The current version with VR support is available at this project repository, though this page focuses on the original PC version I contributed to. You can also find Saverio's thesis repository in the sidebar of the page.
This project provided me with experience in game development and interdisciplinary collaboration. Working with Unity and C# deepened my understanding of game engine architecture, 3D graphics programming, and real-time interactive systems. I learned how to implement game mechanics involving inventory management, scoring systems, and dynamic UI elements that respond to player choices.
The serious game nature of the project taught me how to balance educational content with engaging gameplay. I discovered the importance of progressive difficulty curves, clear feedback mechanisms, and intuitive tutorials. Designing systems that teach players about nutriScore , costoEco (environmental cost), and pathology-diet relationships required careful consideration of how information is presented and reinforced through gameplay.
Project management skills were essential throughout the development. I learned to estimate time requirements accurately, track progress across multiple development phases, and adapt to changing requirements. The structured approach using flowcharts, storyboards, and prototypes proved crucial for maintaining alignment between design vision and implementation.
User testing opened my eyes to the gap between developer intention and player experience. Conducting alpha and beta tests, observing player behavior, and gathering feedback through SUS (System Usability Scale) questionnaires taught me the value of iterative design. The testing phase revealed issues we hadn't anticipated, such as difficulty balancing problems that required adjusting score thresholds to prevent player frustration.
Collaboration was central to the project's success. Working closely with another developer, coordinating with external contributors for music, 3D assets, and UI design taught me effective communication and improved my skills at version control practices using Git. I learned to divide responsibilities, integrate work from multiple sources, and maintain code quality across team contributions.