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

// 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

01

/ GAMEPLAY OVERVIEW

01

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.

// PLAYER OBJECTIVE

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

CORE GAMEPLAY LOOP

Navigate through the game

01 DRIVE

Get some points

02 CATCH

Shove those who dare to get in your way.

03 PUNCH!

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

+ especially when the controller is a shopping cart! +

02

/ THE SPLIT

02

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.

SHARED CONTROLLER

NAVIGATE

DRIVE

Find your way, avoid obstacles

Steer & boost

THE PARENT

// PLAYER 1

PUNCH

GRAB

Push other shoppers aside

Reach and snatch

THE CHILD

// PLAYER 2

One choice, three design consequences

// COGNITIVE LOAD

One choice, three design consequences

// COOPERATION

Players need to sync up to get points.


// DIVIDED INPUTS

A weird controller becomes manageable when shared.

03

/ GAME FEEL

03

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.

// TUNING NOTEBOOK

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

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

Wiring the cart: where UX met hardware.

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

Steering sensors

Controls the direction

Driver controls

The inputs to go forward or backward

Punching & grabing pads

To interact with the structure

Input board

What turns input into actions

01

PHYSICAL GESTURE

>

02

SENSOR / CONTROL

>

03

INPUT BOARD

>

04

UNITY ENGINE

>

05

ON-SCREEN ACTION

// SYSTEM FLOW

// WHAT I LEARNED

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

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.

04

/ ELECTRONICS

05

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 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!

3 days

// ON THE FLOOR

200+

// PLAYERS TRIED IT

THE BUILD

Foldable cart rebuilt in wood, trip-ready.

// OTHER COOL PROJECTS

// 1

GROCERY TRIP!

// 2

EVOLVE

// 3

PARK THESIS

// 4

TERRASCAPE

// 5

MUSEUM

EXPERIENCE

LET’S CREATE SOMETHING FUN TOGETHER!

// CONTACT

victor.motlyc@gmail.com

in/victor-motti-207930228/

// WEBSITE BUILT WITH CARE BY VICTOR MOTTI