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Personal Projects / 2026

Get a Life

Designed and built a 3D life-simulation game where everyday choices become a race toward five goals: wealth, career, education, happiness and health.

The game at a glance

Each shift is its own game
62 jobs
Townsfolk and costume characters
48 looks
Solo against a rival bot, or shared-screen
1–4 players
A balanced life to build
5 goals

01 / Overview

A small town with meaningful choices

Get a Life is a 3D life-simulation game I designed and built around one question: how will you build your good life?

Players move through Brightside, take jobs, study, manage money and look after themselves, racing a rival bot or up to three friends to reach five life goals.

My work covers the game systems, interaction design, 3D world, interface, implementation, saves, sound direction and launch film. Since the first playable build it has grown to 62 jobs that each play as their own game, 48 character looks, a furnished room behind every door, and web, Android, iOS and desktop builds from one codebase.

  • Game Design
  • 3D World
  • Design Engineering
  • Independent Project

Challenge

Making a complex simulation approachable

A life simulation can quickly become a collection of disconnected meters and menus.

I wanted each decision to feel concrete: taking a shift earns money but uses time; studying opens better jobs but costs tuition; resting helps you recover but competes with everything else you could do that week.

The first design challenge was to keep those relationships understandable without flattening the game into a spreadsheet. As the game grew, a second one appeared: a match had to stay interesting after the rules were learned, and be worth playing again once it was won.

Approach

Designing through a playable loop

I built the experience around a repeating loop: plan a week, move through town, choose an activity, see its consequences and compare progress.

The overhead map is for planning, street-level movement makes Brightside a place, and each building opens into its own room where the character walks up to the counter.

I build with AI coding agents, moving between design and implementation and checking each change in the running game. The deterministic simulation stays separate from rendering, so the same rules drive the 3D scenes, rival turns, saved matches and seeded replays. Unit tests cover the rules, and Playwright plays full matches in a browser.

04 / Solution

One connected life simulation

Each of the 62 jobs is its own shift game. You serve a ring of customers from a swivel stool, steer a hospital gurney round corners, work a night callout by torchlight or pilot a nanobot through three waves and a boss. Play a shift well and the report shows a tip, a personal best and progress toward the next of five job levels; three Great shifts in a row make you Employee of the week.

College classes are taught on a tablet and end in a final exam and graduation. The police career has its own academy, a rooftop chase, a driving pursuit and a first-person beat patrol. Good Form Gym turns workouts into games, the Common Court hosts three-on-three basketball, and the ballpark runs a home run derby.

A match has a shape beyond the five goals. Dice decide who goes first, optional twists change the rules, weekly challenges and life events give a turn a small decision, and the Brightside Cup moves to a new venue every week. The Brightside Bulletin reports prices, jobs and crime as a front page. When the match ends, the victory screen awards stars and a life title, the life album keeps the records, and finished matches unlock outfit colours, ride paints and home keepsakes for next time.

01 / 05

Welcome to Brightside

The title screen sits on the live 3D town, with the five goals under Start Game.

02 / 05

Plan the week

The town map shows hours left, cash and goal progress, plus this week’s Brightside Cup, weekly challenge and life event.

03 / 05

Walk in through the door

At street level the character walks up to a building and goes inside.

04 / 05

Every shift is its own game

Drift Gurney: steer a patient to the right ward, where drifting the corners scores double.

05 / 05

A report card for every shift

A Great shift pays a tip on top of wages and records a new personal best.

29 more screens

Explore the game

48 looks

Townsfolk and costume characters, all with the same starting abilities.

Pick a rival bot

Four rivals with their own personalities and ways of playing.

Roll for it

With two or more players, a dice roll-off decides who goes first.

Twist the rules

Optional twists such as Boom town, Crime wave and Fast track change a match, and a town code lets friends replay the same one.

Drive what you can afford

Walk, cycle, scoot or drive. Faster rides save hours and cost money.

Nest Egg Bank

Each building opens into its own furnished room. The bank has a queue lane, a market ticker and an open vault.

Second Chance Pawn

Glass cases, a curiosity wall and a counter to walk up to.

Spin Stool

Swivel between registers to serve a ring of customers before the clock runs out.

Thread & Co.

Staff the right spots on the shop floor as customers arrive.

Fix Sweep

A night callout with the lights out, a torch and something in the kitchen.

Microbe Mission

Pilot a nanobot through three waves and a boss fight with four weapons.

Employee of the week

Three Great shifts in a row earn a bonus and an award card in your work uniform.

Classes on a tablet

College courses are short lessons played in the classroom. This one is Design for real people.

Graduation

Pass the final exam and the diploma lists the jobs it opens.

Police academy

Cadets train on a range where civilians share the street with the targets.

Rooftop Pursuit

Chase a runner across the rooftops at dawn.

Beat Patrol

A first-person patrol through day, dusk and night.

The Midnight Case

Detective work with a lens, a suspect line-up and a brief.

Mind your wallet

A prowler in the woods can take the cash you carry.

Remember to eat

Skip a week of meals and the next turn starts with an ambulance ride.

Good Form Gym

Workouts are timing games: kettlebell swings, jump rope, box jumps and a plank.

Sparring

Pick an opponent, read the gloves, guard and counter.

Three-on-three

Pickup basketball at the Common Court. First to eleven.

Home run derby

Ten pitches at Brightside Ballpark.

A soak with a view

The rooftop hot tub at Skyline Terraces looks out over the real town.

The Brightside Bulletin

A front page each week: prices, the market, the police blotter and help wanted.

A proper finish

The victory screen adds a match score, stars and a life title beside the final standings.

The life album

Lifetime records and past matches for everyone who has played, with export and import.

Something new to wear

Finished matches unlock outfit colours and ride paints, previewed in 3D on your own character.

05 / Impact

What the game delivers

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.

Versioned saves, recovery checkpoints and export/import keep matches safe between sessions, and the game plays offline with a keyboard, touch or a controller.

It runs on the web, with Android, iOS and desktop builds from the same code. The narrated launch film and the gallery on this page use real gameplay captures.

06 / Key learnings

What building it taught me

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.

A charming world helps invite people in; understandable rules and reliable saves help them stay oriented.

Replay value came from small, legible rewards more than from new systems: a medal on a shift, a line from a rival who remembers the last match, a new colour to wear. Each one had to stay cosmetic or seeded, so matches remain fair and repeatable.

Recutting the launch film for each release stayed a useful clarity check. If a mechanic could not be explained with one short caption and a recognizable moment of gameplay, its presentation needed more thought.