C://PORTFOLIO/PROJECTS/GROCERY-TRIP // 2022 // EXHIBITED AT GDC 2023

C://PORTFOLIO/PROJECTS/GROCERY-TRIP // 2022 // EXHIBITED AT GDC 2023

C://PORTFOLIO/PROJECTS/GROCERY-TRIP // 2022 // EXHIBITED AT GDC 2023

C://PORTFOLIO/PROJECTS/GROCERY-TRIP // 2022 // EXHIBITED AT GDC 2023

C://PORTFOLIO/PROJECTS/GROCERY-TRIP // 2022 // EXHIBITED AT GDC 2023

// EXhibit picture

// EXhibit picture

Grocery trip!

Grocery trip!

Grocery trip!

Grocery trip!

Alternative controller

Alternative controller

Alternative controller

Alternative controller

GAME DESIGN

GAME DESIGN

GAME DESIGN

GAME DESIGN

INteraction design

INteraction design

INteraction design

INteraction design

Arcade

Arcade

Arcade

Arcade

// BRIEF

// BRIEF

A school project where we built a video game with its own original controller for an exhibition.

A school project where we built a video game with its own original controller for an exhibition.

A school project where we built a video game with its own original controller for an exhibition.

A school project where we built a video game with its own original controller for an exhibition.

A school project where we built a video game with its own original controller for an exhibition.

A school project where we built a video game with its own original controller for an exhibition.

DURATION

DURATION

DURATION

3 weeks

3 weeks

3 weeks

TEAM

TEAM

TEAM

2 Game Designers

2 Transportation Designers

1 Developer

2 Game Designers

2 Transportation Designers

1 Developer

2 Game Designers

2 Transportation Designers

1 Developer

Skills involved

Skills involved

Skills involved

Game Design

Experience Design

Game Design

Experience Design

Game Design

Experience Design

01

/ GAMEPLAY OVERVIEW

01

01

01

01

01

A crazy

grocery race!

A crazy

grocery race!

A crazy

grocery race!

A crazy

grocery race!

A crazy

grocery race!

// PITCH

// PITCH

You're at the supermarket. The list is long, but the timer is short. One of you drives the cart, the other grabs items off the shelves. Other shoppers in your way? Shove them.

You're at the supermarket. The list is long, but the timer is short. One of you drives the cart, the other grabs items off the shelves. Other shoppers in your way? Shove them.

You're at the supermarket. The list is long, but the timer is short. One of you drives the cart, the other grabs items off the shelves. Other shoppers in your way? Shove them.

You're at the supermarket. The list is long, but the timer is short. One of you drives the cart, the other grabs items off the shelves. Other shoppers in your way? Shove them.

You're at the supermarket. The list is long, but the timer is short. One of you drives the cart, the other grabs items off the shelves. Other shoppers in your way? Shove them.

You're at the supermarket. The list is long, but the timer is short. One of you drives the cart, the other grabs items off the shelves. Other shoppers in your way? Shove them.

// PLAYER OBJECTIVE

// PLAYER OBJECTIVE

// PLAYER OBJECTIVE

GET AS MANY GROCERIES AS POSSIBLE BEFORE RUNNING OUT OF TIME.

GET AS MANY GROCERIES AS POSSIBLE BEFORE RUNNING OUT OF TIME.

GET AS MANY GROCERIES AS POSSIBLE BEFORE RUNNING OUT OF TIME.

GET AS MANY GROCERIES AS POSSIBLE BEFORE RUNNING OUT OF TIME.

GET AS MANY GROCERIES AS POSSIBLE BEFORE RUNNING OUT OF TIME.

GET AS MANY GROCERIES AS POSSIBLE BEFORE RUNNING OUT OF TIME.

CORE GAMEPLAY LOOP

CORE GAMEPLAY LOOP

01 DRIVE

01 DRIVE

01 DRIVE

01 DRIVE

Navigate through the game

Navigate through the game

Navigate through the game

Navigate through the game

Navigate through the game

02 CATCH

02 CATCH

02 CATCH

02 CATCH

Get points

Get points

Get points

Get points

Get points

03 PUNCH!

03 PUNCH!

03 PUNCH!

03 PUNCH!

Shove those who dare to get in your way.

Shove those who dare to get in your way.

Shove those who dare to get in your way.

Shove those who dare to get in your way.

Shove those who dare to get in your way.

three things to juggle at once is a lot for one pair of hands.

three things to juggle at once is a lot for one pair of hands.

three things to juggle at once is a lot for one pair of hands.

three things to juggle at once is a lot for one pair of hands.

three things to juggle at once is a lot for one pair of hands.

+ especially when the controller is a shopping cart! +

+ especially when the controller is a shopping cart! +

+ especially when the controller is a shopping cart! +

+ especially when the controller is a shopping cart! +

+ especially when the controller is a shopping cart! +

02

/ THE SPLIT

02

02

02

02

02

ONE CONTROLLER, two players.

ONE CONTROLLER, two players.

ONE CONTROLLER, two players.

ONE CONTROLLER, two players.

ONE CONTROLLER, two players.

We split the controller between two players. The idea came from a childhood memory: being a kid stuck in the cart while a parent races through the aisles.

We split the controller between two players. The idea came from a childhood memory: being a kid stuck in the cart while a parent races through the aisles.

We split the controller between two players. The idea came from a childhood memory: being a kid stuck in the cart while a parent races through the aisles.

We split the controller between two players. The idea came from a childhood memory: being a kid stuck in the cart while a parent races through the aisles.

We split the controller between two players. The idea came from a childhood memory: being a kid stuck in the cart while a parent races through the aisles.

SHARED CONTROLLER

// PLAYER 1

// PLAYER 1

// PLAYER 1

THE PARENT

THE PARENT

THE PARENT

DRIVE

DRIVE

DRIVE

DRIVE

DRIVE

DRIVE

Steer & boost

Steer & boost

Steer & boost

Steer & boost

Steer & boost

Steer & boost

NAVIGATE

NAVIGATE

NAVIGATE

NAVIGATE

NAVIGATE

NAVIGATE

Find your way, avoid obstacles

Find your way, avoid obstacles

Find your way, avoid obstacles

Find your way, avoid obstacles

Find your way, avoid obstacles

Find your way, avoid obstacles

// PLAYER 2

// PLAYER 2

// PLAYER 2

THE CHILD

THE CHILD

THE CHILD

GRAB

GRAB

GRAB

GRAB

GRAB

GRAB

Reach and snatch

Reach and snatch

Reach and snatch

Reach and snatch

Reach and snatch

Reach and snatch

PUNCH

PUNCH

PUNCH

PUNCH

PUNCH

PUNCH

Push other shoppers aside

Push other shoppers aside

Push other shoppers aside

Push other shoppers aside

Push other shoppers aside

Push other shoppers aside

One choice, three design consequences

One choice, three design consequences

One choice, three design consequences

One choice, three design consequences

One choice, three design consequences

One choice, three design consequences

// COGNITIVE LOAD

// COGNITIVE LOAD

// COGNITIVE LOAD

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

// COOPERATION

// COOPERATION

// COOPERATION

Players need to sync up to get points.

Players need to sync up to get points.

Players need to sync up to get points.

Players need to sync up to get points.

Players need to sync up to get points.

Players need to sync up to get points.

// DIVIDED INPUT

// DIVIDED INPUT

// DIVIDED INPUT

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

03

/ GAME FEEL

03

03

03

03

03

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

PHASE 1 // ON SCREEN

PHASE 1 // ON SCREEN

PHASE 1 // ON SCREEN

First, we tuned the cart on keyboards.

First, we tuned the cart on keyboards.

First, we tuned the cart on keyboards.

First, we tuned the cart on keyboards.

First, we tuned the cart on keyboards.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

“It almost felt right”

“It almost felt right”

“It almost felt right”

PHASE 2 // ON THE CART

PHASE 2 // ON THE CART

PHASE 2 // ON THE CART

Then we plugged the controller in.

Then we plugged the controller in.

Then we plugged the controller in.

Then we plugged the controller in.

Then we plugged the controller in.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

“A tank on a frozen lake”

“A tank on a frozen lake”

“A tank on a frozen lake”

PHASE 3 // THE TUNING

PHASE 3 // THE TUNING

PHASE 3 // THE TUNING

Four parameters. Dozens of user tests.

Four parameters. Dozens of user tests.

Four parameters. Dozens of user tests.

Four parameters. Dozens of user tests.

Four parameters. Dozens of user tests.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

// TUNING NOTEBOOK

// TUNING NOTEBOOK

// TUNING NOTEBOOK

// TUNING NOTEBOOK

// TUNING NOTEBOOK

Acceleraration

Acceleraration

Acceleraration

Acceleraration

Acceleraration

Acceleraration

WAS

WAS

WAS

WAS

Bumps into every walls

Bumps into every walls

Bumps into every walls

Bumps into every walls

Bumps into every walls

Bumps into every walls

NOW

NOW

NOW

NOW

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Turning radius

Turning radius

Turning radius

Turning radius

Turning radius

Turning radius

WAS

WAS

WAS

WAS

Slides past every aisle

Slides past every aisle

Slides past every aisle

Slides past every aisle

Slides past every aisle

Slides past every aisle

NOW

NOW

NOW

NOW

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Ground grip

Ground grip

Ground grip

Ground grip

Ground grip

Ground grip

WAS

WAS

WAS

WAS

Ice rink

Ice rink

Ice rink

Ice rink

Ice rink

Ice rink

NOW

NOW

NOW

NOW

Sticky, but fast

Sticky, but fast

Sticky, but fast

Sticky, but fast

Sticky, but fast

Sticky, but fast

Braking

Braking

Braking

Braking

Braking

Braking

WAS

WAS

WAS

WAS

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly or slides forever

NOW

NOW

NOW

NOW

Cart settles on its own

Cart settles on its own

Cart settles on its own

Cart settles on its own

Cart settles on its own

Cart settles on its own

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

04

/ ELECTRONICS

04

04

04

04

04

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

I had never wired anything before. So I learned by doing on this project.

I had never wired anything before. So I learned by doing on this project.

I had never wired anything before. So I learned by doing on this project.

I had never wired anything before. So I learned by doing on this project.

Steering sensors

Steering sensors

Steering sensors

Steering sensors

Steering sensors

Controls the direction

Controls the direction

Controls the direction

Controls the direction

Controls the direction

Controls the direction

Driver controls

Driver controls

Driver controls

Driver controls

Driver controls

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

Punching & grabbing pads

Punching & grabbing pads

Punching & grabbing pads

Punching & grabbing pads

Punching & grabbing pads

To interact with the structure

To interact with the structure

To interact with the structure

To interact with the structure

To interact with the structure

To interact with the structure

Input board

Input board

Input board

Input board

Input board

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

01

01

PHYSICAL GESTURE

PHYSICAL GESTURE

PHYSICAL GESTURE

>

>

02

02

SENSOR / CONTROL

SENSOR / CONTROL

SENSOR CONTROL

>

>

03

03

INPUT BOARD

INPUT BOARD

INPUT BOARD

>

>

04

04

UNITY ENGINE

UNITY ENGINE

UNITY ENGINE

>

>

05

05

ON-SCREEN ACTION

ON-SCREEN ACTION

ON-SCREEN ACTION

// SYSTEM FLOW

// SYSTEM FLOW

// SYSTEM FLOW

// SYSTEM FLOW

// SYSTEM FLOW

// WHAT I LEARNED

// WHAT I LEARNED

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in a hand, the player feels it before they see it and it can becomes a big friction.

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in a hand, the player feels it before they see it and it can becomes a big friction.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a soldering iron.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a soldering iron.

05

/ EXHIBITION

05

05

05

05

05

GDC 2023!

GDC 2023!

GDC 2023!

GDC 2023!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

// HOW WE GOT THERE

// HOW WE GOT THERE

// HOW WE GOT THERE

// HOW WE GOT THERE

// HOW WE GOT THERE

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

3 days

3 days

3 days

// ON THE FLOOR

// ON THE FLOOR

200+

200+

200+

// PLAYERS TRIED IT

// PLAYERS TRIED IT

01 / 06

THE BUILD

Foldable cart rebuilt in wood, trip-ready.

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

// CONTACT

victor.motlyc@gmail.com

in/victor-motti-207930228/

// WEBSITE BUILT WITH CARE BY VICTOR MOTTI