In the game, up to 4 players have to race to get as many discounts in order to make the best shopping deal before everyone else.
This layout is modeled after existing supermarkets design. This type of layout guides clients through each section in a sequence, like this players have to navigate through every section.
The single path increases the chance of bump-ins and fights for resources, building up the competitive tension.
This open layout is offering players autonomy to choose their own routes through the store. By letting the players choose their own path in an open layout, we encourage strategic play.
For the final level we choose to stick with the open layout so I started working in Unity.
These are versions that I saved throughout thinking they may be *the one* throughout the project:
We aimed to create a fast-paced party game with short, energetic rounds to keep the players engaged. The map is designed to match this quick tempo.
After playtesting within our team, we settled on rounds lasting 1 minute and 40 seconds, with players moving at a relatively fast pace to maintain the game’s lively rhythm.
I spread the items mainly according to the price tier like this, I placed everything as evenly as I could to prevent one area being more advantageous than the other.
Red _ Biggest Discounts
Blue_ Mid Discounts
Green_Small Discounts
In order to create the atmosphere I mainly used lighting. My goal was to create lighting to add sense of warmth and vibrance to the map.
Firstly I added a big soft light to make everything bright and easy to see, just like in a real supermarket.
To make it even more like a real store, I added lights that look like sunshine coming through windows. This gives the feel of a sunny day outside, which makes the inside feel more lively.
Then, I added colorful neon lights. These lights make the scene look cool and a bit retro. I kept the edges of the supermarket a little darker so players would focus on the middle where all the action is. It’s like putting a spotlight on the most exciting part of the game.
Regarding the environment I added neon lights and pillars to give more vertical dimensionality and added elements outside the walkable area suggesting a larger environment that extends past what you see.
I also used post-processing tools in Unity to create an atmosphere that’s vibrant, inviting, and just a bit retro.
I used effects such as a subtle lens distortion to make the image look like an old curved TV screen.
To add humor into the trailer, I crafted an animation sequence in Unity inspired from the level.
This sequence features three items that transform into one another as they fall towards the screen. In a playful twist, these items eventually shape-shift into the falling game logo, adding a touch of unexpected fun, enhancing the scene with a sense of chaotic comedy.