You might want to save the world, but you can’t do it alone. That’s one of the fundamental ideas being explored in Beastro—a “crunchy cozy” game that infuses elements from a variety of genres, including deck building, while bringing vibrant visuals, quirky characters, and engaging cooking and crafting mechanics to the forefront.
In the game, you take on the role of a young chef named Panko within the walled confines of the village Palo Pori as you cook up creative meals for the visiting Caretakers with the help of a god named Flambe. Your goal? Keep the Caretakers nourished with meals they’ll love and appreciate so that they can keep battling the baddies on the outskirts of your quaint village.
It’s a unique and ambitious premise for sure, but the small team at Timberline’s distinct vision for the project has, like a good meal, aspired to unite the perfect blend of ingredients into a digestible experience that could be consumed and appreciated by all.
Drawn in by the art and animation tools of Unreal Engine 5, the team of 13 challenged itself to push the boundaries and produce the visually stunning puppet theater battles that serve as the “crunchier” side of the experience, while source code access and assistance from Epic’s community resources has helped the indie team achieve its goals.
Eager to learn more, we made a reservation with Timberline’s Game Director, Lindsey Rostal, Tech Director Bryan Pawlowski, and Technical Art Director/Animation Nathan Fulton to find out more about the flavorful exploration behind Beastro.
Thanks for joining us! Described as a cozy fusion of fantasy, adventure, and delicious deckbuilding that favors spoons over swords, Beastro certainly seems to be offering a flavorful twist on a variety of genres. Could you please describe Beastro in your own words and tell us how the concept came about?
Lindsey Rostal, Game Director: Beastro is what we like to call a “crunchy cozy” game. We set out to make a game that explored the idea that you can’t save the world on your own; you always need people behind you, and in Beastro, you get to be behind the heroes, powering them up.
We wanted this to be woven into our gameplay, where our main protagonist lives a kind of quiet life: farming, fishing, gathering items, talking to townsfolk, and cooking. But the cozier tasks he’s doing power us up for the crunchier aspect of the game, which is the puppet theater battles.
Here, we learn of the heroes’ exploits over the course of their day and how they utilized the powers they unlocked from eating at your restaurant. As they battle the monsters, they earn you monster ingredients, which you then get to take back to cook with and provide greater power to the heroes.
Ultimately, it’s a cozy deckbuilder where you run a town-to-table restaurant that serves the visiting heroes who have arrived in your village in their quest to save the world. The ingredients you use and the meals you serve build the hero’s decks, which they use to battle the monsters in their nightly venture.
What can you tell us about the peaceful village of Palo Pori and the role that the protagonist, Panko, plays in the charming town?
Rostal: Palo Pori is a small, walled village that is home to a variety of creatures that are not part of any of the flavor factions of the world. Instead, they’re all artisans and makers, basically normal folk who built a wall to keep themselves safe instead of taking to arms.
What they thought was a normal, quiet life is soon anything but when Flambe, the god of this world, crashes into their town, injured from a battle outside the walls. Panko, our young chef, finds her and takes her in, giving her a chance to heal.
But when Panko’s teacher goes missing, he is forced to take over the restaurant and turns to Flambe to help him with the flame. Soon, they find themselves feeding more than just the townsfolk. Caretakers (the heroes from the outer flavor regions) begin to descend upon the town, looking for a meal. Lucky for them, the food Panko and Flambe are cooking up unlocks the Caretaker’s flavor magic, preparing them for the battles like never before.
What type of research and experimentation went into the ingredients and recipes that will appeal to the various Caretakers who each hail from different flavor regions?
Rostal: We are lucky to be based in the incredible food city of Los Angeles, and Beastro is very much inspired by the eclectic dining scene of our home. We visited a variety of restaurants and watched an embarrassing amount of food documentaries and reality series (Chef’s Table and Top Chef were both wonderful references) and my collection of cookbooks and magazines grew extensively.
Making the game also made me a better cook. I explored new recipes, learned more about flavor balancing, and tried things I maybe would’ve avoided previously. However, I wanted to taste new things and build a greater appreciation and understanding of flavors and how they make people feel.
By doing all your animation directly in Unreal Engine, how many times faster do you estimate the team was able to work compared to the traditional method? What other benefits did this elicit?
Fulton: It’s hard to put a number on this—I’ll just say it was huge. There was definitely a learning curve to transition from Maya to UE animation early on, but it wasn’t terrible. Setting some editor preferences to make the UI a little more familiar to Maya made a big difference.
I’ll give an example of one of the major gains we got by doing it this way: Say we had a scene where the character needed to interact with the environment around them, like walking over and picking up an object off the table.
In the old way, you would have to collect the relevant geometry in the map and export it to FBX, then import it into Maya to use for reference. Then, bring in the Maya character animation rigs, make the animation, then bake it to the export skeleton and export that to FBX.(A lot of this can be sped up with scripting, but that’s still work that must be done, as well as making the Maya animation rigs in the first place.)
Then back in Editor, import the animation, set up the gameplay character in a sequence, make sure the transform offsets are correct so things line up, etc. Any time the animation needs to be updated, we have to re-export/import it across multiple applications and do a bit of file management. Now imagine that something about the level geometry changes later on: We have to go through this whole process from the beginning again, every time.
In the new way, we just place the Control Rig character into the scene, animate it in Sequencer, and then create a linked animation sequence that gets updated every time we save changes to the animation.
There’s no animation export/import and setup, no need to export level geometry, and on top of that, we see exactly how it’s going to look in the game as we animate it, with full lighting and shading and everything. If the level geometry changes later, we just update the animation in the Sequencer, click save, and we’re done. You can imagine how this has drastically cut down on iteration time.