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    • All Projects
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    • Silksong Boss Concept
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    • COMMERCIAL
      • On Register
      • Fresh Start
      • COVID Courier
      • Balloon Bash
      • Ground Up
      • Fall Hazards
      • Cube Cut
      • Bagging Basics
      • All Projects
    • PERSONAL
      • Energy Shooter
      • Silksong Boss Concept
      • Elephant, City, Potato Chips
    • RESUME
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BRYON LAGANIA

GAME DESIGNER

SUPERMARKET BASICS: BAGGING BASICS

Platform: Mobile
Release: 2016
Availability: N/A
Genre(s): Puzzle
Mode(s): Single-player
Team Size: 5
Engine: Unity
Role(s): Primary Designer, Content Design, Puzzle Design, Playtesting, System Design, UI Design, UX, Writing, Quality Assurance, Environment Art, Prop Art

Overview
Bagging Basics is a supermarket training puzzle game that challenges players to arrange groceries efficiently in a 2.5D grid while following real-world bagging rules.

I designed gameplay prototypes, visual assets, scoring systems, and tutorials, iterating through playtesting to optimize clarity, engagement, and fairness.

The game provides a hands-on, interactive way to improve bagging skills, reduce waste, and support safe, ergonomic movements, transforming everyday training into a playful learning experience. 

A Supermarket-Themed Puzzle With Real Training Impact
3-min read


This page covers:

  • Puzzle design and rapid prototyping

  • Onboarding and tutorial development

  • Design challenges and solutions

  • Iterative playtesting and refinement

  • Concept & Design Goals



Concept & Objective
Supermarket Basics: Bagging Basics is one of many titles developed to support grocery store training programs. The client wanted a game that translated core training material into an engaging experience that would “stick.” Bagging was identified as a key area for improvement and a natural fit for a puzzle game, since anyone who has bagged groceries knows it’s a small spatial challenge every time.


The project aimed to:

  • Improve customer experience by reducing product damage

  • Reduce store waste by encouraging efficient bag use

  • Decrease repetitive stress injuries by promoting body-friendly movements

  • Provide a fast, accessible experience that could be easily evaluated



Early Prototyping

The basic premise was simple: place groceries into bags. Bags were divided into grid cells, and groceries occupied different shapes within that grid. But early questions quickly emerged:

  • How should players interact with items? Should items rotate? Should physics be involved?

  • How do we represent inherently 3D groceries in a meaningful 2D grid?

  • How do we evaluate bagging quality using the client’s training rules?


I created prototypes by manually arranging representative boxes in 3ds Max and Photoshop to explore interactions and test possibilities. A key breakthrough came when the programmer and I experimented with adding an additional axis to the bag space, resulting in a “2.5D” representation. This allowed items to have predetermined rotations, giving the feeling of rotating objects without needing a full rotation system.


In addition to design responsibilities, I served as the primary artist, creating assets that fit this 2.5D grid in a clear and readable way.

Playtesting & Feedback

Testing with the target audience revealed important insights:

  • Players wanted the ability to move items after placing them

  • Several rules, especially the “six items per bag” guideline, were unclear

  • Players expected to rotate items and desired more precise control

  • Timer-based gameplay caused frustration by ending rounds before players could finish bags



Iteration & Refinement

Based on feedback, we made several adjustments:

  • Item movement: We allowed players to reposition items, with limitations based on project constraints. Only items with nothing on top of them could be moved, avoiding the need for a complex falling-object system.

  • Tutorial development: I designed a guided onboarding sequence to explain rules and mechanics clearly.

  • Time system: The game now ends after the player completes the bag they’re currently working on. In later iterations, the timer was removed entirely.

  • Interaction scope: Due to production priorities, granular item manipulation (full rotation systems, more flexible placement controls) could not be implemented.



Score Balancing

I defined and balanced all gameplay objects and evaluation rules. Using the same manual prototyping methods from early development (3ds Max and Photoshop scenarios), I designed the Perfect Bag bonus which is awarded when players follow all key rules.


This bonus was essential for achieving a passing score, and the entire balance was built around the guarantee that perfect bags were always possible, and often using different configurations of groceries. After completing hundreds of test bags myself, I never encountered an unsolvable scenario, which was a strong indicator of success.

There are numerous perfect solutions to each set of groceries.

Solution A

Solution B

Release & Retrospective

Bagging Basics was first made available to client organizations before being publicly released. Reflecting on the project, I see opportunities for improvement:

  • Players still expressed a strong desire to rotate items or make more precise adjustments. This is a high-impact, but technically demanding addition

  • Sound design could significantly improve feedback and overall “feel”

  • A grocery-belt-style queue mode could add variety and realism

  • More nuance around bag weight and different item types could deepen strategy

  • Rules could adapt to real-world shopping patterns by supporting different order sizes 

  • Customer service behaviors and healthy movement lessons could be expanded or refocused for clarity



Key Takeaways

  • The potential for fun gameplay can be found almost anywhere, even in a "mundane" task like bagging groceries

  • When players consistently attempt a specific interaction, the design should find a meaningful way to support it

  • Simple concepts can hide complex design challenges, so understanding goals early prevents unnecessary feature development

  • Strong tutorials and clear feedback are essential in puzzle-based experiences. If a player feels a failure was unfair, the game needs to help them understand the intended solution so they feel encouraged to try again

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CONTACT

blagania@gmail.com
LinkedIn 

Commercial material used under fair use for portfolio purposes. © 2025 Bryon Lagania 

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