GROCERY TRIP!

GROCERY TRIP!

GROCERY TRIP!

3 Weeks

3 Weeks

3 Weeks

3 Weeks

DURATION

DURATION

Game Design

UX Design

Game Design

UX Design

Game Design

UX Design

Game Design

UX Design

ROLES

ROLES

Team work

Communication

Management

Team work

Communication

Management

Team work

Communication

Management

Team work

Communication

Management

SKILLS INVOLVED

SKILLS INVOLVED

2 Transportation Designers

2 Game Designers

1 Developer

2 Transportation Designers

2 Game Designers

1 Developer

2 Transportation Designers

2 Game Designers

1 Developer

2 Transportation Designers

2 Game Designers

1 Developer

TEAM

TEAM

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.

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

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


We split the game and controller into two parts: the « driver » and the « child. » This idea came naturally since we’d all been in our parents’ shopping carts as kids. We thought it’d be fun to recreate this memory. Each player has a role: the driver steers the cart, while the child grabs items and pushes away other shoppers who dares to get in their way.

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


We split the game and controller into two parts: the « driver » and the « child. » This idea came naturally since we’d all been in our parents’ shopping carts as kids. We thought it’d be fun to recreate this memory. Each player has a role: the driver steers the cart, while the child grabs items and pushes away other shoppers who dares to get in their way.

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


We split the game and controller into two parts: the « driver » and the « child. » This idea came naturally since we’d all been in our parents’ shopping carts as kids. We thought it’d be fun to recreate this memory. Each player has a role: the driver steers the cart, while the child grabs items and pushes away other shoppers who dares to get in their way.

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


We split the game and controller into two parts: the « driver » and the « child. » This idea came naturally since we’d all been in our parents’ shopping carts as kids. We thought it’d be fun to recreate this memory. Each player has a role: the driver steers the cart, while the child grabs items and pushes away other shoppers who dares to get in their way.

First iteration

Initially, my role was to create the game’s application using Unity engine for efficient development.


We began building the supermarket environment where the player would evolve.


To save time, we used a free vehicle’s code available online. We extensively tested it without the final controller to optimize the gameplay feel.

Initially, my role was to create the game’s application using Unity engine for efficient development.


We began building the supermarket environment where the player would evolve.


To save time, we used a free vehicle’s code available online. We extensively tested it without the final controller to optimize the gameplay feel.

Initially, my role was to create the game’s application using Unity engine for efficient development.


We began building the supermarket environment where the player would evolve.


To save time, we used a free vehicle’s code available online. We extensively tested it without the final controller to optimize the gameplay feel.

Initially, my role was to create the game’s application using Unity engine for efficient development.


We began building the supermarket environment where the player would evolve.


To save time, we used a free vehicle’s code available online. We extensively tested it without the final controller to optimize the gameplay feel.

Test and prototypes

Refinements

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!

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

The jury loved our game, so we applied to exhibit it 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!


However, we couldn’t take the cart on the plane. This gave us an opportunity to rebuild a new version, fix minor issues, and improve comfort.

The new version could also fold up to fit into standard luggage, allowing us to bring it to the conference without any problems.

The jury loved our game, so we applied to exhibit it 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!


However, we couldn’t take the cart on the plane. This gave us an opportunity to rebuild a new version, fix minor issues, and improve comfort.

The new version could also fold up to fit into standard luggage, allowing us to bring it to the conference without any problems.

The jury loved our game, so we applied to exhibit it 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!


However, we couldn’t take the cart on the plane. This gave us an opportunity to rebuild a new version, fix minor issues, and improve comfort.

The new version could also fold up to fit into standard luggage, allowing us to bring it to the conference without any problems.

The jury loved our game, so we applied to exhibit it 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!


However, we couldn’t take the cart on the plane. This gave us an opportunity to rebuild a new version, fix minor issues, and improve comfort.

The new version could also fold up to fit into standard luggage, allowing us to bring it to the conference without any problems.

Website made by Victor Motti

Website made by Victor Motti

Website made by Victor Motti

Website made by Victor Motti

Let's get in touch!

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

victor.motlyc@gmail.com