The restaurant looked complete before it played complete. A finished scene still needed a clear way to start work, feedback for each step, a completed-task state, and a reason to return. Those details are less visible in screenshots, but they determine whether the building feels like part of the town or a decorated room.
We also tested movement boundaries around tables, counters, and the entrance. Collision work sounds small until a chair blocks the only route or a character slips behind a counter. Correcting those spaces made the restaurant easier to understand and improved the same movement rules used elsewhere in Sunset Coast.
The final pass connected the location to errands and residents so the restaurant supports more than one activity. Reusing a place through different routines makes the district feel denser without making the map larger.