Checkout

A narrative sim that showcases the struggles of grocery store cashiers during the pandemic.

Gameplay video showcasing Day 1 of our current beta build.

Social commentary on the pandemic and front line workers_

For my third-year Game Production & Planning course, we had to select and research one of many social issues of inequality. Using that issue, we had to plan, develop and ship a game centered around that topic within the school year. My group and I, AKA The Minimum Wagers, looked to create a narrative simulation game about being a grocery store cashier during the pandemic, similar in mechanics to Papers, Please (2013). Using the first semester for the pre-production phase, me and my group mates outlined the necessary production plan and documents that showcased our vision and design process. The second semester was spent implementing our ideas, playtesting and fully developing our game project in engine.

Originally, the group featured 2 programmers , including myself. Due to unforeseen personal circumstances, our other programmer had to leave from the project, leaving me to work as the sole programmer on the project.


Roles: Sole Programmer, Technical Lead, Technical Artist, Audio Designer, Game Designer
Team Size: 3
Timeline: 2 Semesters
Course: Design Practice 4: Gamification

Tools:

  • Unity
  • Photoshop
  • Aseprite
  • Github
Work In Progress Screenshots_
Checkout - Dialogue system WIP
Checkout - Item interaction WIP
Checkout - NPC Randomization WIP
My experience as a Solo-programmer & Technical Production Lead_

Having been working on the project for one and half semesters, it was a shock to our group when our other programmer had to depart. For me, it meant that I had to pull up my pants and get to work restructuring all of the project's code and programming all of the unfinished systems myself.

Originally, my main responsibilities on the programming side focused more on the interactive gameplay systems, such as picking up products, scanning them, using physics to make them move around the game world and implementing the audio and item pricing systems for the game. Now, on top of all that, I had to work on the customer generation algorithm, dialogue system, level manager and quite literally, everything, programming-wise.

As this was a huge undertaking so late into production, I had to make a lot of adjustments to the scope of the project and later implement all the core features for upcoming playtests. The techniques I used had to be designer-friendly, meaning that my other group members (who are not programmers) could easily add content to the engine with little hassle/conflicts. I implemented a class for Customers as a ScriptableObject, allowing for better-optimized memory usage and the ability to create/organize multiple Customer assets easily, that could be loaded through a custom script. I did the same for the Dialogue class, allowing us to easily implement dialogue for each individual Customer's ScriptableObject.


Working as a solo-programmer has its upsides, as there is less version control conflicts and no time wasted trying to understand someone else's code.
Game Design Document_