// EXhibit picture

Grocery trip!

Alternative controller

GAME DESIGN

INteraction design

Arcade

// BRIEF

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

DURATION

3 weeks

TEAM

2 Game Designer

2 Transportation designer

1 Developer

Skills involved

Game Designer

Experience Designer

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

01

/ GAMEPLAY OVERVIEW

A CRAZY

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.

CORE GAMEPLAY LOOP

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

+ especially when the controller is a shopping cart! +

Navigates through the game

01 / DRIVE!

Get as many points as possible

02 / Catch!

Shove those who dares to get in your way.

03 / Punch!

/ THE SPLIT

ONE CONTROLLER, TWO PLAYER.

02

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.

// PLAYER 1

DRIVE

Steer & boost

NAVIGATE

Find your way, avoid obstacles

THE PARENT

SHARED CONTROLLER

One choice, three design consequences

// PLAYER 2

GRAB

PUNCH

Push other shoppers aside

Reach and snatch

THE CHILD

// COGNITIVE LOAD

One choice, three design consequences

// COGNITIVE LOAD

One choice, three design consequences

// COGNITIVE LOAD

One choice, three design consequences

/ GAME FEEL

The real challenge: making the cart feel fun.

03

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.

01

02

03

Acceleraration

WAS

Bump into every walls

NOW

Speed builds up smoothly

Turning radius

WAS

Slide past every aisle

NOW

Tight, drift-ready and responsive

Ground grip

WAS

Ice rink

NOW

Sticky, but fast

Braking

WAS

Stop instantly, or slide forever

NOW

Cart settle on its own

// TUNING NOTEBOOK

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.

// 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”

// 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.

“It almost felt right”

// 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 they seemed lost? 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.

/ ELECTRONICS

Wiring the cart: where ux met hardware.

04

I never wired anything before, so I learned by doing with the structure.

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

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

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

Driver controls

The inputs to go forward or backward

Driver controls

The inputs to go forward or backward

Driver controls

The inputs to go forward or backward

Driver controls

The inputs to go forward or backward

// SYSTEM FLOW

// WHAT I LEARNED

PHYSICAL GESTURE

SENSOR / CONTROL

INPUT BOARD

UNITY

ON-SCREEN ACTION

/ FINAL STOP

GDC 2023!

05

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 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 were amazed that people enjoyed it this much!

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!

// HOW WE GOT THERE

// ON THE FLOOR

// PLAYERS TRIED IT

200+

3 days