Line Simulator
Pax East is a convention held in Boston annually that features two things: Video games and Waiting in lines. What if we combined the two and created a video game all about the waiting? That’s where Line Simulator was born.
Imagine you’re on your way to Pax, excited as always, heading through the long line outside the convention center, but as you go to walk through the main doors, you’re suddenly knocked out. When you wake up, you’re inside an endless white room with a line of people stretching far in front of you and far behind. There are enforcers walking up and down the line making sure you do not leave your spot, and you have one goal in mind: Make it to the front at all costs. Using bribery and violence, you are able to choose your own fate. Beware that some choices lead to less than ideal outcomes.
See it in action
Line Simulator was made for my AR/VR Development course using Unity and Blender.
Unity AssetsLow Poly Character Pack
Idle MoCap
Human Basic Motions
Poliigon
Environment Track Lowpoly: Cartoon Props
Personal Assets
Line Simulator was thought of while waiting in line for merch on the second day of Pax East 2025. I was thinking about how much time I spent at the video game convention waiting in line, and thought it would be funny to create a game around that premise. I worked with 2 other students.
In this image is the intro scene that the user is brought to in the beginning. This scene is meant to bring in the story behind the concept of Line Simulator while staying true to the low poly style we chose to theme our game around. The player is pushed in the direction of the front of the line, and after interacting with the NPC there, they are transported into the tutorial world. This world teaches the player the overall goal of the demo while showing off the different assets and NPCS they will encounter throughout the game. Once the player is prepared, they can step on a red platform to get teleported into the main game. There is a bouncer patrolling the line making sure the player doesn’t cut, and they have to play through multiple interactions before getting to the end door. There, the player is either brought to a good ending screen or a bad ending screen depending on the choices they make.