Bag It!

Bag It Promo Art

Bag It! is a grocery-bagging puzzle game that’ll put your organizational skills to the test. Putting groceries in a bag might seem simple, but there are many factors at play - avoid crushing fragile items, group related groceries for score bonuses, complete unique challenges, and manage the personalities of an array of grocery characters. You can become the ultimate grocery bagger through six modes of play and over 100 levels!

Bag It! is available on the Apple App Store, Google Play Store, and Amazon Appstore.

Apple App Store Google Play Store Amazon App Store


Gameplay Screenshot

Bag It! was the first commercial game I worked on. Though I was originally hired at Hidden Variable as an intern while interviewing full time candidates, I ended up architecting and programming the majority of the game myself.

The game was built in Unity, and development took place from about February to November of 2011.

I and a game designer iterated on several initial prototypes of the game. I built game state and progression logic, as well as the actual level-to-level gameplay. The trickiest systems to implement were the grocery placement logic, the weight distribution system, and the “grocery group” detection logic.

I was also responsible for developing a build system that allowed 10+ separate SKUs be developed with different configurations. When Bag It! was being developed, many mobile business paradigms were at play (iPad-only HD variants, free trial versions, full “free-2-play” variants, etc), and the SKU-based build system let us build all these variants for several different platforms and app stores, all from a single shared code base.

Additionally, I integrated several third-party SDKs to augment the game:

  • GameCenter
  • Facebook
  • StoreKit
  • Google In-App Billing
  • Flurry
  • Game Analytics
  • Chartboost

All in all, Bag It! was a great initial exposure and “trial by fire” experience in game development. Not only did I gain experience in gameplay programming and Unity development, I also learned a lot about various business models in practice, build systems, and integration of native plugin code into Unity.

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