Head office — not customer facing
Screen Australia · Emerging Gamemakers Fund · August 2026 round
McGribble’s
A micro-scale comedy about working fast food at the end of the universe. Players take absurd orders at the kiosk or cook them on the line; the funded work adds live two-player service, where neither side can explain what they meant.
- Requested
- $30,000
- Stage
- Completion & release, micro-scale
- Platform
- Browser first · Android & iOS
- Round closes
- 5pm AEST, Thursday 27 August 2026
Summary
The project, in one page
A finished, free, browser-based micro-game about the one interface every bad job shares: a screen that tells you what somebody wants and will not tell you why.
Two players share a kitchen and nothing else. The Diner gets an absurd order from a procedurally generated specials board, assembles it in 3D out of objects that are not food — Cobalt Spiders, Hardwood Pegs, Speed Stick Secret Sauce — cooks it with a 1500W hotel hairdryer, and sends it through a chute. The Cook works a 1990s bump-bar KDS that is overlaid directly onto their live 3D bench, claims tickets, rebuilds what a stranger was attempting, and either slides it back or incinerates it.
There is no chat, no voice and no emote wheel. The comedy is generated entirely by the gap between what one person meant and what the other person received, and every mechanic exists to widen that gap.
A playable multiplayer prototype is already public, already free to run, and linked from this page. This application is not asking anyone to imagine the game.
We are requesting $30,000 over six months for the completion and release of the micro-scale game: the kitchen HUD refactor, the art and audio passes, an external accessibility audit, a structured playtest programme, and release on web, itch.io, Android and iOS.
Criterion 01
Creative merit
The experiment: can two players be funny to each other with no communication channel except food?
Every kitchen game we admire is about logistics. In Overcooked and its descendants the kitchen is the obstacle and the order is a token; everyone at the table is on the same side, fighting a floor plan. Gribble’s moves the obstacle. The kitchen is fine. The other player is the obstacle — not through malice, but through the ordinary impossibility of explaining what you meant to somebody with a timer running.
Three things here are genuinely unusual
Symmetric tools, asymmetric knowledge. Both players get the same bench, the same twelve primitives, the same hairdryer. Only the information differs. Most asymmetric games split the verbs; we split the understanding, which is what actually happens at work.
The order list sits on top of the kitchen, not on a separate screen. Tickets float over the cook’s bench, so they never look away from the food. That makes attention the thing you run out of: you can read every order, but you can only build one. Start a new one while a plate is half-finished and the physics flings the old plate across the kitchen — about a second and a half of slapstick that teaches the rule instantly and stays funny.
Comedy generated on device, for free. A single date-seeded pseudorandom stream pairs place names against adjectives against food categories that should not touch, producing Pleasure Wharf Family-Size Dessert Chowder and six hundred more. Everybody in every room shares today’s board. No model is called; the running cost of the joke is zero. It is also the funniest thing in the build, because a machine that cannot tell dessert from chowder is doing an unimprovable impression of every franchise menu ever written.
Tone, and why deadpan is the right instrument
The reference points — Apple Cabin Foods, Dr. Steve Brule, the flat fluorescent melancholy of a franchise operating at 2am — all run the same trick: the surreal thing is delivered by someone who finds it completely unremarkable. An alien in the queue gets the same lighting as the bin.
That is a creative choice first and a production advantage second. Deadpan is written, not animated. A menu item on a lit board with a price beside it is funnier than any cutscene a micro-budget could buy, and it costs one line in a word list. The voice is dry, unimpressed, anti-heroic and suspicious of management — recognisably Australian without a single kangaroo in it, and it travels because a spider on a plate is funny in every language.
The comedy’s target is always the franchise, never the worker. This is made by people who have worked those jobs.
Criterion 02
Viability
The riskiest work is already built and public. The scope is fixed, the running cost is architecturally zero, and everybody on the project is paid.
What already exists
All of this is in the public playable build and none of it is being funded twice: cross-device multiplayer sync; 3D plate assembly with twelve primitives; the hairdryer heat model and six cook stages; the CRT KDS with rush timers and bump-bar keys; the date-seeded generator for specials, reviews and scoring; Web Audio synthesis of the station’s music and eight effects; zero-auth onboarding with client-side avatar compression; kiosk mode; PWA install; and working Capacitor Android and iOS builds.
Six months, six milestones
| Month | Milestone | Done when |
|---|---|---|
| 1 | HUD refactor — KDS becomes an overlay on the live bench; claiming loads the order in place | The cook never changes screens and every ticket action works from the keyboard |
| 2 | The scatter, and the kitchen fauna | Switching mid-plate is funny three times running in an unprompted playtest |
| 3 | Art pass — exterior, bench, ingredient silhouettes, sign, docket | It looks intentional on a phone at 360px wide |
| 4 | Audio and feel — generative bed, chime family, scatter, juice pass | Legible with sound off, noticeably better with it on |
| 5 | Accessibility audit and remediation; single-player mode | Audit findings closed, and a solo player has a complete session |
| 6 | Release — web, itch.io, Android, iOS, and the architecture write-up | Public, free, $0/month, and a stranger has clipped it |
Structured playtests close months 2, 4 and 5 — twelve sessions, deliberately including a slow Android device and a locked-down machine.
Budget
| Line | Basis | Amount |
|---|---|---|
| Contract 3D artist | Environment, ingredients, fauna — 18 days @ $600 | $10,800 |
| Contract audio designer | Synthesis, generative bed, SFX — 8 days @ $600 | $4,800 |
| Lead design & engineering | Applicant — HUD refactor, scatter, single-player, release — 20 days @ $450 | $9,000 |
| Accessibility audit | External, 3 days @ $700 | $2,100 |
| Playtest programme | 12 sessions — participant payment and facilitation | $1,800 |
| Contingency | 5% | $1,500 |
| Total requested | $30,000 |
Total project cost is $50,250. The balance is the applicant’s already-delivered prototype work (45 days, in kind, $20,250). Hosting and infrastructure are $0, in perpetuity, by design. Rates are quoted excluding GST and are set at or above standard Australian day rates for each discipline; nobody on this project works for a credit.
Why the running cost is zero, and why that matters
Micro-scale games usually die of operating costs long before they die of disinterest. This one syncs only string IDs and coordinate pairs through Firebase’s free tier, serves static files, generates its content and its audio on device, and compresses avatars to under five kilobytes before they leave the phone. There is no runtime AI, no media pipeline and no server to keep warm. It is a multiplayer game that cannot go bankrupt by becoming popular.
Criterion 03
Impact
On our practice: the first release of our own IP. On the sector: the architecture, published, so the next micro-studio doesn't have to work it out.
On the applicant’s practice
This is the first shipped release of original IP by a two-person studio, and the first thing we can hand to a festival, a publisher or a hiring studio as a working link rather than a pitch deck. It takes us from people who build things for other people to people with a finished, public, playable game and a documented process for having made it.
The specific craft we are buying with this grant is the part emerging developers most reliably never get to: the last twenty percent. Feel, audio, accessibility, and the discipline to declare a small game finished instead of quietly expanding it until it collapses.
On the Australian games landscape
The transferable output is not the game, it is the pattern. The received wisdom is that multiplayer means servers and servers mean money, which is why almost no Australian micro-studio ships a live multiplayer game. We will publish the whole thing at release: the zero-account, zero-cost sync layer, the free-tier budget maths, the on-device procedural comedy generator, and an honest account of what the free tier will and will not carry.
A live, multiplayer, zero-account, $0/month web game with published architecture is a public good disproportionate to a $30,000 grant. It lowers the floor for every micro-game after it.
It also makes an argument about scale that the sector needs: that a finite, fifteen-minute, free game with no roadmap is a legitimate creative object and not a failed larger project.
Criterion 04
Equity, diversity, inclusion and accessibility
The first barrier we removed is the one nobody funds: needing an account.
A two-player game asks a favour of somebody who did not choose it. Every step between the link and the kitchen is a place that person leaves. So there is no login, no email, no password, no age gate, no launcher, no download and no install — a callsign, and you are in. The selfie is optional, compressed to 120×120 on device, and never required.
That is a privacy position as much as an access one: the game cannot leak what it never collects. For something that will be played by teenagers on shared machines, that is the responsible architecture rather than a shortcut.
Hardware inclusion
Static files, primitive geometry and synthesised audio, targeting a five-year-old Android on a slow connection, a school or library machine with no install rights, an old iPad, and a laptop with integrated graphics. Every one of those is a real player normally excluded by a four-gigabyte download and a launcher update.
Accessibility commitments, testable
| Area | Commitment |
|---|---|
| Input | Every action has a keyboard path; the bump bar is physical keys by design |
| Motor | No sustained holds, no double-clicks, nothing under 44px; the hairdryer can be toggled |
| Colour | No state conveyed by colour alone — every cook stage has a name and a silhouette |
| Contrast | WCAG 2.2 AA on all HUD text; the CRT look never comes from lowering contrast |
| Audio | Every sound has a visual equivalent; fully playable muted |
| Motion | prefers-reduced-motion removes shake, flicker and the scatter's chaos |
| Time | Timers change colour and music. They never fail you and never gate content |
| Photosensitivity | No strobe above 3Hz; the red rush pulse is 1.5Hz and can be disabled |
An external accessibility audit is a funded line item in month 5, not an intention. Content-wise, the register is deliberately non-verbal and non-cultural, and jokes whose target is a person’s body, accent, disability or poverty are off the table. Full detail in 04-access-and-inclusion.
Criterion 05
Eligibility
Read against the published guidelines for the round closing 5pm AEST Thursday 27 August 2026.
| Requirement | Status |
|---|---|
| Australian citizen / PR, or an incorporated company carrying on business in Australia | Met |
| Holds an ABN; GST-registered as legally required | Met |
| Controls all rights necessary; clear chain of title | Met — original IP, no licensed assets, no third-party characters; contractor agreements assign deliverables |
| Project budget under $500,000 at time of application | Met — $50,250 |
| Request no greater than $30,000 | Met — requesting $30,000 |
| Applying for prototype creation, or micro-scale completion and release | The latter |
The prototype question, answered directly
A playable build exists and is public. The fund funds both prototype creation and the completion and release of a micro-scale game; we are applying against the second. The existing build is the evidence, not the deliverable. It is why this budget has no discovery phase in it, and why the schedule can commit to a release date in month six.
Original creative work throughout. The kitchen’s fauna — the Ceiling Clinger, the Vent Tick, the Bin Barnacle — are original designs written in the lineage of physics-sandbox pest comedy; the homage is to a tone, and no character, asset, name or likeness is taken from any other game.
Criterion 06
Risk
Stated plainly, because an assessor will find them anyway.
| Risk | Consequence | Mitigation |
|---|---|---|
| Nobody to play with | Fatal to a session | Always-open public room; single-player mode in month 5; the link-in-a-group-chat loop is the primary acquisition path |
| The joke wears out by order three | Fatal to the product | Playtests at 3, 6 and 10 orders measure exactly this; the procedural board and the fauna supply novelty per order |
| WebGL performance on old mobile | Excludes a target audience | Primitive geometry, no shadows on low tier, device-matrix testing from month 2 rather than at the end |
| A viral spike exceeds the free tier | Down at the worst moment | Only IDs and coordinates sync, no media; client-side write throttles; static hosting absorbs reads |
| Contractor availability | Slips art or audio | Both booked before month 1; the art and audio months are independent and can swap |
| Scope creep toward a service game | Never ships | No roadmap in the design; features implying retention are out of scope by definition |
And the honest weaknesses
No prior commercial release — which is what this fund is for, and the public prototype speaks before the CV does. Comedy is unfalsifiable on paper — so this application ships with a live build and today’s real generated menu rather than a description of one. No revenue model — correct, and deliberate: this is a micro-scale practice and portfolio project, which is precisely the instrument the Emerging Gamemakers Fund is.
Criterion 07
Materials
What accompanies this application.
- The live playable prototype — two-player, in a browser, no account
- Creative pitch deck, on the Screen Australia template
- Project plan and budget, on the Screen Australia template
- Eight working documents — insight, audience, journeys, access, positioning, assessment, art direction, production
- World and character art — the franchise’s history, illustrated
One line, if there is only room for one.
Two strangers, a kitchen, and the discovery that the reason work is like that is not the work — it is that neither of you can explain yourself in time.