GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

GROCERY TRIP

Role : Game Designer - UX designer

Role : Game Designer - UX designer

Role : Game Designer - UX designer

Team : 2 manufacturing designer + 2 game designers &

1 programmer

Team : 2 manufacturing designer + 2 game designers &

1 programmer

Equipe : 2 manufacturing designer + 2 game

designers & 1 programmer

Duration : 3 weeks

Duration : 3 weeks

Duration : 3 weeks

Skills : Game design - UX design - teamwork

communication - management

Skills : Game design - UX design - teamwork

communication - management

Skills : Game design - UX design - teamwork -

communication - management

Brief :

Brief :

The objective of this school project was to create a video game that uses its own original controller instead of a classic gamepad.

We had 3 weeks to create, develop, and build it before presenting it to the school jury. A second objective was also to propose it for public exhibition.

The objective of this school project was to create a video game that uses its own original controller instead of a classic gamepad.

We had 3 weeks to create, develop, and build it before presenting it to the school jury. A second objective was also to propose it for public exhibition.

The objective of this school project was to create a video game that uses its own original controller instead of a classic gamepad.

We had 3 weeks to create, develop, and build it before presenting it to the school jury. A second objective was also to propose it for public exhibition.

Introduction and research

Introduction and research

Introduction and research

After the briefing and topic presentation, we began with an initial two-day creativity phase, where we brainstormed ideas individually before forming our team: myself, a friend who is a game designer, and two transportation designers. We decided to create a fun game where the player would control a shopping cart through a supermarket.


We quickly came up with the idea of splitting the game and the controller into two parts: the “driver” and the “child.” This idea came to us naturally since we had all been in our parents’ shopping carts as kids, and we thought it would be fun to recreate this memory in the game. Each player, therefore, has their own role: the driver steers the cart through the supermarket, while the child grabs items and pushes away other shoppers who dare to get in the way.

After the briefing and topic presentation, we began with an initial two-day creativity phase, where we brainstormed ideas individually before forming our team: myself, a friend who is a game designer, and two transportation designers. We decided to create a fun game where the player would control a shopping cart through a supermarket.


We quickly came up with the idea of splitting the game and the controller into two parts: the “driver” and the “child.” This idea came to us naturally since we had all been in our parents’ shopping carts as kids, and we thought it would be fun to recreate this memory in the game. Each player, therefore, has their own role: the driver steers the cart through the supermarket, while the child grabs items and pushes away other shoppers who dare to get in the way.

After the briefing and topic presentation, we began with an initial two-day creativity phase, where we brainstormed ideas individually before forming our team: myself, a friend who is a game designer, and two transportation designers. We decided to create a fun game where the player would control a shopping cart through a supermarket.


We quickly came up with the idea of splitting the game and the controller into two parts: the “driver” and the “child.” This idea came to us naturally since we had all been in our parents’ shopping carts as kids, and we thought it would be fun to recreate this memory in the game. Each player, therefore, has their own role: the driver steers the cart through the supermarket, while the child grabs items and pushes away other shoppers who dare to get in the way.

First iteration

First iteration

First iteration

At first, my role primarily involved creating the application that would run the game. For this, we chose to work with the Unity engine, which allowed us to develop it as efficiently as possible.

The first thing we did was start building the supermarket environment where the player would move around.


At this point, we decided to use a vehicle whose code is available online for free to save time, as programming is not our specialty. We tested it extensively, at this point, without the final controller to fine-tune it for the best possible gameplay feel.

At first, my role primarily involved creating the application that would run the game. For this, we chose to work with the Unity engine, which allowed us to develop it as efficiently as possible.

The first thing we did was start building the supermarket environment where the player would move around.


At this point, we decided to use a vehicle whose code is available online for free to save time, as programming is not our specialty. We tested it extensively, at this point, without the final controller to fine-tune it for the best possible gameplay feel.

At first, my role primarily involved creating the application that would run the game. For this, we chose to work with the Unity engine, which allowed us to develop it as efficiently as possible.

The first thing we did was start building the supermarket environment where the player would move around.


At this point, we decided to use a vehicle whose code is available online for free to save time, as programming is not our specialty. We tested it extensively, at this point, without the final controller to fine-tune it for the best possible gameplay feel.

First test and prototype

First test and prototype

First test and prototype

Correction before the final presentation

Correction before the final presentation

Correction before the final presentation

After the first tests with the real controller, we realized that our in-game vehicle did not work as expected, it was uncontrollable and very unpleasant to maneuver.

We then decided to call on a programmer friend who helped us create our own vehicle, which allowed us to have something we could customize as we wished for the best possible result.


The final step was to assemble the controller, connect all the cables properly, and finally offer our game to players!

After the first tests with the real controller, we realized that our in-game vehicle did not work as expected, it was uncontrollable and very unpleasant to maneuver.

We then decided to call on a programmer friend who helped us create our own vehicle, which allowed us to have something we could customize as we wished for the best possible result.


The final step was to assemble the controller, connect all the cables properly, and finally offer our game to players!

After the first tests with the real controller, we realized that our in-game vehicle did not work as expected, it was uncontrollable and very unpleasant to maneuver.

We then decided to call on a programmer friend who helped us create our own vehicle, which allowed us to have something we could customize as we wished for the best possible result.


The final step was to assemble the controller, connect all the cables properly, and finally offer our game to players!

Let's go to the GDC

Let's go to the GDC

Let's go to the GDC

The jury really liked our game, so we decided to apply to exhibit it at GDC 2023, the largest conference dedicated to video game industry professionals, in San Francisco. A few months later, we received the big news: our application had been accepted!


However, we quickly faced a problem, it was impossible to take the cart with us on the plane. This became an opportunity for us to rebuild a new version, fix the small issues from the first version, and slightly improve its comfort.

The brand-new version could also fold up to fit into standard luggage, allowing us to bring it on the plane with us to the conference without any issues.

The jury really liked our game, so we decided to apply to exhibit it at GDC 2023, the largest conference dedicated to video game industry professionals, in San Francisco. A few months later, we received the big news: our application had been accepted!


However, we quickly faced a problem, it was impossible to take the cart with us on the plane. This became an opportunity for us to rebuild a new version, fix the small issues from the first version, and slightly improve its comfort.

The brand-new version could also fold up to fit into standard luggage, allowing us to bring it on the plane with us to the conference without any issues.

The jury really liked our game, so we decided to apply to exhibit it at GDC 2023, the largest conference dedicated to video game industry professionals, in San Francisco. A few months later, we received the big news: our application had been accepted!


However, we quickly faced a problem, it was impossible to take the cart with us on the plane. This became an opportunity for us to rebuild a new version, fix the small issues from the first version, and slightly improve its comfort.

The brand-new version could also fold up to fit into standard luggage, allowing us to bring it on the plane with us to the conference without any issues.

What I learnt

What I learnt

What I learnt

Game Design

Prototyping

Multi disciplinary teamwork

Let's get in touch!

Let's get in touch!

Let's get in touch!

victor.motlyc@gmail.com

victor.motlyc@gmail.com

victor.motlyc@gmail.com

Website created by Victor Motti

Website created by Victor Motti