PlannerOS
A browser-based supply chain planning simulation for consulting workshops — four quarters of decisions, real pressure, a live leaderboard, and a post-game debrief that maps your choices to one of six planning archetypes.
The problem
Supply chain professionals understand planning trade-offs theoretically — service level vs inventory vs cost — but rarely experience the pressure of making those decisions in real time, with incomplete information, against a clock. Slides don't make anyone feel the tension. The goal was to create a safe environment where the trade-offs are visceral, not academic.
What I built
A browser-based single-player simulation where the player takes the role of Head of Supply Chain Planning at TechCore, a fictional B2B electronics distributor. Over four fiscal quarters and five decision phases per quarter, players choose a board mandate (Defend Service / Protect Cash / Control Costs / Balance), interpret demand signals with real-or-noise ambiguity, select supply postures, and respond to market events. Score is weighted by mandate and adjusted by forecast accuracy. A Supabase Realtime leaderboard aggregates live scores for group workshop sessions. Post-game, a debrief maps each player's decision pattern to one of six behavioural archetypes, each connected to a supply chain consulting framework.
Tech stack
Architecture
The hard part
Intentional information asymmetry. Some KPIs are fully visible in the HUD; some are shown as status chips without numbers; some are hidden entirely until the post-game audit. This layered visibility creates genuine psychological tension — players feel constraints they can't fully explain — and makes the debrief moment land: "that's why you ran out of budget." The design challenge was calibrating what to hide without making the game feel arbitrary or frustrating. A second non-obvious challenge was the noisy signal mechanic: one demand signal per quarter is randomised at session start (not mid-game), ensuring replay variance without mid-session bias. Forecast credibility tracks right/wrong reads across quarters and directly multiplies the final score.
Screenshots
Outcomes
- Live at planners-os.vercel.app ↗ — used at Deloitte practitioner events for groups of 15–20
- V1 and V2 both shipped in a single day; V2 built directly on feedback from first players
- 5,184 distinct game instances across mandate, signal, and event combinations
- 6 behavioural archetypes (Rapid Responder, Buffer Builder, Lean Forecaster, Efficiency Guardian, Customer Champion, Orchestrator) mapped to supply chain frameworks at debrief
- Integration into the practice L&D programme under discussion