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

Grocery Trip!

ALTERNATIVE CONTROLLER

GAME DESIGN

INTERACTION DESIGN

ARCADE

// BRIEF

A school project: build a video game with its own original controller in 3 weeks, then exhibit it.

3 weeks

DURATION

Teamwork

Management

Communication

SKILLS INVOLVED

2 Game Designer

2 Automotive Designer

1 Developer

CREW

Game Designer

Experience Designer

ROLES

[ 1 ] GAMEPLAY OVERVIEW

A chaotic grocery race.

//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.

Get as much groceries as possible before running out of time.

Drive.

The navigation through the game.

Grab.

The goal, what scores points.

Punch!

The release, what makes players laugh.

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

Especially when the controller is a shopping cart!

[ 2 ] THE SPLIT

One controller, two players.

We decided to divide the controller for 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

The Parent

DRIVE

NAVIGATE

Steer, boost

Find your way, avoid obstacles

// PLAYER 2

The Child

GRAB

PUNCH

Reach and snatch

Push other shoppers aside

One choice. Three design consequences.

// COGNITIVE LOAD

One job per player.

Focus over multitasking.

// COOPERATION

Players need to sync

up to get points.

// DIVIDED INPUTS

A weird controller becomes

manageable when shared.

[ 3 ] GAME FEEL

The real challenge: making the 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.

// PHASE 1. ON SCREEN

First, we tuned the cart on keyboards.

Steering, accelerating, dodging, all 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."

// PHASE 2. ON THE CART

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.

"A tank on a frozen lake"

// PHASE 3. THE TUNING

Four parameters. Dozens of user tests.

We grabbed anyone passing the studio: classmates, friends, randoms, and watched. Did they smile while playing, or only after? 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.

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.

// TUNING NOTEBOOK

// 01

Acceleration

WAS

Bump into every walls in 1sec

NOW

Speed builds up smoothly

// 02

Turning radius

WAS

Slide past every aisle

NOW

Tight, drift-ready

// 03

Ground Grip

WAS

Ice rink

NOW

Sticky, but fast

// 04

Braking

WAS

Stop instantly, or slide forever

NOW

Cart settle on its own

[ 4 ] ELECTRONICS & WIRING

Wiring the cart: where UX meets hardware.

I'd never wired anything before. So I learned by doing on the entire structure.

// WHAT I WIRED

Driver controls

On the driving structure

→ controller inputs

Punching & grabbing pads

On the interactive structure

→ action inputs

Input board

What turns input into action

→ all of it talks to Unity

Steering sensors

To control the direction

→ direction inputs

WHAT I LEARNED

// 01

A sensor is a design decision, not just a technical part

// 02

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

// 03

Cable is also invisible UX. If a wire gets in a hand, the player feels it before they see it.

// RESULT

end of project / day 18

Three weeks earlier, I didn't know which end of a soldering iron to hold.

Now, I know what's inside the cart.

[ 5 ] FINAL STOP

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!

// 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.

// THE TEST THAT MATTERS

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.

//ON THE FLOOR

200+

//PLAYERS TRIED IT

Let's make something fun!

// CONTACT

victor.motlyc@gmail.com

in/victor-motti-207930228/

// WEBSITE BUILT WITH CARE BY VICTOR MOTTI