Challenge
Making a complex simulation approachable
A life simulation can quickly become a collection of disconnected meters and menus.
Personal Projects / 2026
Designed and built a 3D life-simulation game where everyday choices become a race toward five goals: wealth, career, education, happiness and health.
Get a Life
The game at a glance
01 / Overview
Get a Life is a 3D life-simulation game I designed and built around one question: how will you build your good life?
Challenge
A life simulation can quickly become a collection of disconnected meters and menus.
Approach
I built the experience around a repeating loop: plan a week, move through town, choose an activity, see its consequences and compare progress.
04 / Solution
01 / 05
The title screen sits on the live 3D town, with the five goals under Start Game.
02 / 05
The town map shows hours left, cash and goal progress, plus this week’s Brightside Cup, weekly challenge and life event.
03 / 05
At street level the character walks up to a building and goes inside.
04 / 05
Drift Gurney: steer a patient to the right ward, where drifting the corners scores double.
05 / 05
A Great shift pays a tip on top of wages and records a new personal best.
29 more screens
05 / Impact
The result is a full game: a town with a room behind every door, 62 playable jobs, sports, a weekly newspaper, solo and shared-screen matches, and progress that carries from one match to the next.
06 / Key learnings
The most useful design work happened where systems met feedback: showing the cost before an action, making travel and setbacks visible, and giving every goal a clear place in the interface.