Hana's Kitchen: Cozy game design meets language learning

2025

Concept

Hana's Kitchen is a cozy restaurant game for learning Japanese. You learn and practice vocabulary by taking orders, cooking, and chatting with customers. Upgrade your restaurant, unlock new recipes, and grow your relationships with your regulars.

Games for language learning

People learning a language often watch shows or movies in that language to supplement their studying. In the same manner, games can also be used as a language learning tool. Through discussions with friends and online forums, I learned that people are actively seeking games they can play to learn a language, but few exist in the market. As someone learning Japanese, this sparked my curiosity: what would a game that helps you learn a language look like?

Researching language learning methods

I researched different methods for learning a language by exploring popular language learning apps including Duolingo, Bunpo, Drops, and Babbel. I learned that each app used a mixture of methods that fell into four categories: translation, grammar, speaking, and listening.

Popular language learning apps

Combining learning with gameplay

I explored a wide variety of ways these learning methods could be integrated into the game context. Here are some of the ideas that I explored:

Translate multi-step recipes

Translate ingredients

Fill in the blank to unlock a new recipe

Learn grammar from Hana

Practice speaking with customers

Listen to requests from customers

Testing with friends and family

I tested these prototypes with friends and family and observed how they felt playing the game, as well as how much Japanese they learned. I learned two key insights:

1. Players learn through repeated exposure

Players retained vocabulary like daikon (radish) after encountering it across multiple contexts. When the same ingredient appeared on a recipe card, in the cooking interface, and at Tanaka’s Supermarket, players naturally built recognition. This validated that vocabulary acquisition could occur without explicit translation drills.

2. Learning activities should belong in the game world

Players disengaged when learning activities felt like lessons inserted into gameplay. For example, a fill in the blank exercise took players out of the game because there was no reason it would be in the game beyond testing the player’s knowledge.

Iterating on learning mechanics

With these principles in mind, I iterated on learning mechanics in the game so they felt like natural extensions of gameplay.

Grammar tooltips

I replaced explicit grammar lessons with contextual tooltips. This preserved access to grammar learning for players who wanted it while keeping the core experience focused on play.

Conversation practice

I redesigned opportunities to practice speaking from "repeat after me" exercises to natural conversations with characters.

Vocabulary across contexts

Finally, I mapped out vocabulary touchpoints across the game to ensure the same word appears in multiple contexts: on recipe cards, in the cooking interface, while shopping at Tanaka's supermarket, and in customer dialogue.

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