A game you play half-distracted, on purpose
The costs of AI are easy to ignore because they land somewhere you aren't looking. Energy. Water. The environment. The slow reshaping of work itself. We wanted a game that makes you feel that, not read about it.
So we built an office. You sit down, the printer starts feeding you tasks, and the game buries you in comfortable busywork. The real story happens in the background, in the objects, messages, and small visual changes that feel slightly out of place. Notice them or don't. That's the point.
Built as the capstone for my game design minor with a team of three.
Print. Work. Shred. Repeat.
Three machines run your day: a printer that spits out task tickets, the tickets themselves, and a shredder where finished work goes to die.
Every ticket is a small challenge: typing sprints, quick math, logic riddles, little drawing tasks. Hit your quota and the day ends. Pick a productivity upgrade. Work faster tomorrow.
The loop is designed to feel good, so you stop looking around. While you're busy, the office tells you what it's really simulating.
Systems, loop, interface
On a team of three, I owned the core game systems in Unity: the machines, the task types, and the progression that ties days together.
I also did the game design side of that work: the gameplay loop, the pacing of the reveal, and the narrative structure that hides underneath the busywork. And I designed and built the UI, which in a game about office software is most of what you touch.
Runs in your browser
An early build is playable on itch.io right now. It's a prototype and it looks like one. The loop works, the wrongness is in there, and it takes about ten minutes to see why the game has its name.