01 Satirical survival horror
Shopping Shotguns
It began as a joke and grew into a satirical Black Friday survival horror. Grab everything on your shopping list before time runs out, while desperate Feral Shoppers try to take it from you.
- Role
- Level Designer & Systems Designer
- Team
- 7 students · 12 weeks
- Timeline
- Feb – Apr 2024
- Engine
- Unreal Engine 5 · Blueprints
I owned
- The level pipeline: paper map, grey box, final.
- The resource-scarcity loop and its win and lose rules.
- Three enemy archetypes and the item list.
I worked with
- Art, who used my item list as their 3D asset brief.
- A 7-person team over 12 weeks.

02 Watch
Aisle by aisle
03 Systems
A resource-scarcity loop
Pickups feed both the timer and the health bar, so the thing that keeps you alive is also the thing that drags you deeper into the aisles.
Timer
1:30, plus 30s per pickup
The clock starts at 1:30 and grows by 30 seconds with every item. The value is tunable from playtests.
Health
9 hearts
Damage varies by enemy, and hearts come back on item pickup.
Win
List done, register reached
Collect everything on the shopping list in time, then make it to the cash register.
Lose
Hearts or clock hit zero
Clear fail states keep the pressure honest and the rules easy to read.
04 Enemy design
Three shoppers, three threat profiles
Each archetype trades speed, damage and hit rate differently, so encounters read differently depending on aisle geometry.
Bars are relative to the highest value in each row. Damage per second is derived: damage ÷ seconds between hits.
The Bruiser ≈ 0.6 damage / sec
The Default ≈ 0.33 damage / sec
The Annoying Child ≈ 0.1 damage / sec
05 Level design
A supermarket, from paper to engine
I owned the level pipeline end to end. For references I looked at similar top-down games and at supermarkets around the U.S.
-
Paper map
Where the aisles, sightlines and items go
- The first pass of the layout, planned on paper.
-
Grey box
Playable blockout in Unreal Engine 5
- Aisle geometry is what makes each enemy read differently.
-
Final
In-engine implementation with the art team's assets
- The item list doubled as the 3D asset brief.
06 The map
Department by department
The grey box of the whole supermarket, with each department zone labeled where the aisles meet: Produce, Health, Electronics, Apparel, TV & Audio, Daily, Cafe and Cash.
The enemy archetypes are tuned against this layout. Aisle geometry decides how each one reads.
07 The list
A design doc that became an art brief
As systems designer I maintained the list of every item purchasable in the store, and the art team used it as the brief for their 3D assets. It's also where most of the game's jokes live.
yes, the air fryer is sneaky
Shopping Shotguns
Items for sale · excerpt
Entertainment & TVs
- XboneStation 3D
- CD of Shotguns and Shopping
- JZL Soundpub
Home appliances
- Sneaky Air Fryer
- Okish Value Toaster
Produce
- Apple iFruit
- Orange Rhyming
- Chicken Whole
Dairy
- Full Fat Milk
- Almond Milk
- BUTTer
Apparel
- Merica T-shirt
- ExtraDamage Belt
Health & sport
- Flammable Hair Spray
- Knee Brace
- Fatbit
Collect all items · reach the register
