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Shopper marketing · Belgian grocery business reviews · In use since September 2026
The Perfect Store is a virtual supermarket built for Mondelēz Belgium, in which a retail buyer starts at home with the retailer's promotional folder, pushes a trolley down a biscuit aisle to find the products on a shopping list, and then watches the shelf reset into the new layout.
Mondelēz Belgium's shopper marketing and category team are taking their 2027 plan to the big Belgian grocery retailers in a round of business reviews. On a slide, the buyer has to hold today's shelf in their head and picture the new one, and even a willing buyer usually lands somewhere slightly off. So we built the path to purchase, from the folder on the kitchen counter to the shelf itself. The buyer puts on a headset, shops the aisle as it stands today and then watches it change around them.
Mondelēz Belgium takes its category plan for the coming year to the big Belgian grocery retailers in business reviews, including a new layout for the biscuit shelf. Those meetings usually run on slides and planograms, and that leaves the buyer to do the hardest part alone. They've got to build the new shelf in their head from a drawing. Then they have to imagine a shopper in front of it, looking for one product in a crowded aisle. The team wanted the message understood fast, with everyone in the room looking at the same shelf.
The constraints:
The run opens at a kitchen counter. The retailer's folder is lying there, and the first thing the buyer is asked to do is pick it up and look at the latest promotions. Then it's time to grab the car keys and head to the store.
There's no drive. The keys take them straight to the entrance, past fresh produce and a wall of chillers, with a trolley ready. They get around by gripping the trolley and pushing it where they want to go, the way anyone moves through a supermarket.
In the biscuit aisle a shopping list sits in the trolley, and the task is simple: find every product on it and drop each one in. They take packs off the shelf with their own hands, and each find comes off the list. When the list is done, their time to find the whole list goes up on a sign over the shelf.
Then the shelf resets around them while they stay where they are: the shelves empty and the packs fly back into the new layout. They're asked to do the same search again. Having just shopped the old shelf, they've got something to hold the new one up against.
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Just two places: a kitchen at home and a supermarket. Every place in a headset has to be built, so the drive between them was left out. That also spares first-time users the motion that tends to cause discomfort.
Deliverables:
Most of the shelf is generated. Each pack is produced from its own image and placed facing by facing where the planogram puts it, which is how a full aisle came together in the weeks before the first review. Full detail went where hands go: three Mondelēz products and a named set of competitors that people pick up. Where packs were missing from the material, we bought them.
Deliverables:
The aisle holds two planograms, today's and the proposed one, and switches between them in front of the buyer: the shelves clear and the packs fly to their new places. Signs over the aisle mark the two as Before and After. Mondelēz brands such as LU, Pim's, Milka, Oreo and Prince sit alongside competitor and store-brand packs, as they would on a real shelf.
Deliverables:
Everything is done with the hands: picking up the folder, taking the keys, lifting packs off the shelf. The buyer moves by gripping the trolley and pushing or pulling it, which feels natural in a supermarket and keeps the controls down to one idea.
Deliverables:
Standalone Meta Quest 3 headsets, with no cables and no computer, so the experience goes wherever the meeting is. We configured them, loaded the build and were on site for the first retailer session.
Deliverables:
One team from the first conversation to the first live session, working from the client's own planograms and pack images. The client saw two working demos before any retailer did, and we debriefed with them the same day the first session ran.
Deliverables:
Need more clarity?
A VR shelf experience is a virtual store aisle, built to a planogram, that a buyer moves through in a headset, at real scale, with real packs they can pick up. The Perfect Store, built by RealityMatters for Mondelēz Belgium, lets a retail buyer shop today's biscuit shelf and then watch it reset into the new layout.
With a planogram or a render, the buyer looks at a picture and has to imagine the shopping. In the headset they do the shopping: they stand in the aisle and look for the products themselves, the way a shopper would. The design bet is that a shelf you've searched is easier to agree on than one you've only been shown.
A planogram is the plan that sets where every product sits on a shelf and how many facings it gets, a facing being one pack front turned towards the shopper. A shelf reset is when the shelf is cleared and rebuilt to a new planogram, which in a real store usually happens out of hours. The Perfect Store builds today's biscuit aisle to the retailer's planogram, lets the buyer shop it, and then runs the reset in front of them so they can search the new layout too.
It fits at the point where a category plan needs agreeing, when a brand asks a retailer to back a new shelf it can only show on paper. The Perfect Store was made for the business reviews in which Mondelēz Belgium presents its plan for the coming year, biscuit shelf included, and we'd expect the same aisle to work in a range review or any meeting where a reset is on the table. What it brings is the shopper's side of the argument: the buyer searches the shelf themselves and sees their own time to find on the sign. It doesn't forecast sales or track where anyone looks, so it sits alongside the category data rather than replacing it.
No. It's built for people who never have. They use their own hands to pick things up and move by pushing a trolley, with a voice-over and short on-screen instructions along the way. We also left out any drive to the store, because being moved through a world while standing still is what tends to make first-time users feel unwell.
Standalone Meta Quest 3 headsets, with no cables and no computer attached. The team brings them into the retailer's building and sets up in the meeting room. It needs a clear patch of floor around the person wearing the headset, and that's about it.
Yes. The version that ran first follows that retailer's own planogram and carries its folders and logos, from the folder on the kitchen counter to the store itself. The retailer's team noticed that detail.
Weeks rather than months, when the planograms and pack images arrive early. Generating most of the shelf from pack images, instead of modelling every product by hand, is a big part of what keeps it quick.
The ones people pick up: on this project, three Mondelēz products and a named set of competitors. The rest of the shelf is generated from an image of each pack and placed where the planogram says it goes, which is all a pack needs when it's seen from where a shopper stands.
That's how it was designed. The store, the shelf and the pack set are built once, so whatever comes next can reuse them instead of starting again. Which comes first is the client's call, and it tends to become clear once the first reviews are done.
RealityMatters is an experience marketing studio. We make complex products easy to choose, by building interactive experiences people can step into, from virtual showrooms to walk-in stores. The closest earlier work to The Perfect Store is Toyota Material Handling's virtual showroom and Warehouse Builder, where customers of STOW and Movu configure warehouse aisles and walk them at full scale. The same pipeline has served brands including Douwe Egberts and Mitsubishi for close to twenty years.