Hey! It’s Jace! That’s me! I’m the guy who came up with the original pitch for Inconvenience Store! Although what Inconvenience Store has evolved into has been a collaborative effort with the entire team. Back when the game was first pitched it was voted as one of two game ideas that we then fleshed out to determine which would be our Senior Capstone Game.
My inspiration for the pitch came from a primary source: my own personal experience working in grocery stores. I’ve done it all, mopping, sweeping, cashiering, collecting carts, stocking, etc. That experience in grocery had me constantly analyzing elements of my work day, wondering how it could be game-ified! Lots of elements of retail jobs can feel very fun and rewarding, and that’s what I wanted to pull from my own experience and from the experiences of my teammates to create this game.
Style-wise I pulled from a lot of indie artists and developers whose design decisions I enjoy. All their styles give off a very playful and approachable vibe through their use of color and form.
One artist that inspired me for this game, is an artist who inspires me on my own. I love their work, and everything they have made is fantastic.

@mushbuh on Twitter/Instagram is one of my favorite artists, and they’ve made so many pieces in a wide variety of mediums.
I have 3 games that inspired the overall game feel,

Created by DOSEONE, Sludge Life puts players in the role of GHOST, an up-and-coming street artist, exploring an open world to discover the best spots to tag.

Created by Julian Glander, the player is tasked with exploring a vast pastel open world with a sketchbook and a pen. While exploring, players can come across more unique and interesting brushes as they can walk around and draw to their heart’s content.

Created by No Breaks Games, players embark in a 3D puzzle platformer with ragdoll physics on their player.
Of these three I pulled the main ideas I wanted to be incorporated into gameplay, in varying degrees. Some style, general sillyness and wonder, and core mechanics. Human Fall Flat was the inspiration for our pitch’s main control of gameplay. Sludge Life’s 90’s VHS feel really inspired my desire to place it in the 1990’s era somewhere as the setting. And art Sqool’s general open level and exploration really inspired the want to have a fun open-world level to have players explore through to make their own fun.
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