Supermarket simulator
Role: Programmer, 3D Artist, Designer
Project Summary: Supermarket Simulator is a small experimental game where players are placed in a disorganized supermarket and given complete freedom to interact with and organize their environment. With no scoring system or defined objective, the experience is driven entirely by personal satisfaction, encouraging players to create order through stacking and arranging produce.
Responsibilities:
Bright, simple visuals emphasize clarity and interaction.
The messy supermarket layout provides immediate contrast and player-driven goals.
Repetition and simplicity keep focus on gameplay rather than visual complexity.
Accolades: A+
Engine: Unity
Core Concept
Designing engagement through intrinsic motivation rather than external rewards.
The project began as an exploration of what makes a game satisfying without explicit goals or feedback systems.
No scoring system or win condition — progression is player-defined.
Focus on simple, tactile interactions with objects.
Encourages players to create their own sense of order and completion.
This approach shifts motivation from external rewards to internal satisfaction, making the experience more personal and open-ended.
Gameplay & Interaction
Designing engagement through intrinsic motivation rather than external rewards.
The project began as an exploration of what makes a game satisfying without explicit goals or feedback systems.
No scoring system or win condition — progression is player-defined.
Focus on simple, tactile interactions with objects.
Encourages players to create their own sense of order and completion.
This approach shifts motivation from external rewards to internal satisfaction, making the experience more personal and open-ended.
Systems & physics design
Using simple physics to create variety and emergent gameplay.
The system was designed to feel minimal but expressive through variation:
Heavier objects (e.g., watermelons, pumpkins) affect stability and stacking strategy.
Lighter objects (e.g., apples) are easier to move but less stable.
Spherical forms introduce rolling behavior, increasing unpredictability.
Subtle variations in friction and weight create unique object interactions.
Even with minimal visuals, these differences create depth and encourage experimentation.
Visual & environmental design
Creating a playful, readable space with minimal assets.
Bright, simple visuals emphasize clarity and interaction.
The messy supermarket layout provides immediate contrast and player-driven goals.
Repetition and simplicity keep focus on gameplay rather than visual complexity.
The environment acts as both a sandbox and a canvas for player expression.