roleS
UX/UI Designer
Game Designer

dESCRIPTION
The game aims to teach children the names of colors in English. Color is an essential part of language acquisition because knowing the name of colors helps children explain or describe things around them in their daily lives.

PROJECT BACKGROUND
Parkour - Run & Jump is part of the application Albert Junior - English. An application where children (3-9 years old) can learn English with games based on real-life-contexts. Developed with Unity and available for both mobile (iOS and Android) and tablet.

My Contributions
- Conduct competitive analysis to understand the strengths and weaknesses of current and potential competitors
- Ideation and concept development
- Develop the game's mechanics
- Transform a rough idea into a detailed final concept
- Write scripts and design storyboards
- Work collaboratively with game developers, artists, and programmers, to produce a small-scale playable version of the game
- Iterate to reflect the user's needs and designers following user testing
- Lead on the UX design of the game by focusing on the usability, usefulness, emotional impact, and meaningfulness of the game
- Lead on the UI design to guarantee a more player-centric UI

Background

To diversify the genres offered in Albert Junior - English, the product owner (PO) requested a platform game to to give relevant vocabulary practice for children that is engaging, and retainable. In collaboration with the creative director (CD) of the product, it was determined that the platformer would be set on a construction site following the app's city theme.

General requirements

A few requirements were defined from the end user's perspective following the PO and CD's directives. Thus, as a user:

  • I want to improve my English vocabulary with a platform game that requires minimal tutorial on how to play it so I can focus on learning.
  • I want to move the player character between points in a construction site by overcoming platforms and obstacles.
  • I want to experience how it feels to run and jump on a construction site.
  • I want to repeat the words that I learned so I can memorise them.

MVP and continuous learning

Albert Junior - English has a broad target audience. And for an action game such as a platformer, we wanted to validate the game's theme and ensure that its mechanics would appeal to players with various skill levels. Therefore, it was decided to produce a minimum viable product (MVB) with the game's core mechanics so we could collect the maximum amount of validated learnings from real users through usability tests.

First version

The first version of the game consisted of a spelling and action games mashup. It required words to be spelled correctly, letter by letter, on each level, and the core mechanics consisted of collecting each letter by running over it as the player character. In summary, the game premise consisted of helping users practice and improve their English by taking the user character on a quest through a construction site to spell words correctly.

Once we had the game premise laid out, a basic user flow and low-fidelity wireframes helped communicate the concept to different teams. Following the outlined blueprint of the game, the art team produced the initial visual representation of the game's artwork used on a mid-fidelity prototype.

Usability testing

The mid-fidelity prototype enabled formative research with ten children (ages from 5 to 9) when we assessed how the game's features interrelate on each other. Since this was the first time that the company was experimenting with this new type of gameplay the usability testing allowed us to observe what feelings were being evoked through gameplay.

After interviews and observation of user's behavior, an evaluation was conducted to assess children's feedback and parents' input.

Main insights

The collection of insights and anecdotes about how children used the prototype were analysed and converted into redesign recommendations for the next iteration.

Motor Skills

We observed that the first version's level design didn't match the fine motor skills of younger children, especially 5-6-year-old users, who couldn't clear certain levels that required a high degree of control and precision.

New theme

Kids and parents voiced their confusion with the spelling and action match-up. They expressed how they expected to learn a vocabulary connected to the location's theme. Therefore, we decided to give the game a new focus: colors.

Word and meaning

One of the main reasons to change the game's focus was the observation that users were not connecting the spelled words with their meanings. The letters were random symbols to be collected but weren't seen as representations of sounds.

Difficulty level

We observed that the levels presented too difficult challenges for the target audience, which caused frustration and resulted in the player's disinterest. On the other hand, the users evaluated the overall gameplay positively.

Jumping controls

A few users voiced their dissatisfaction with the game's jumping controls. So a jumping config was created, allowing the jump's customization with different settings until we arrived at the best evaluated jumping controls.

Modular sections

The users complained about the levels' predictability. They rapidly memorized the levels' challenges which caused frustration because they already knew what to expect. Therefore, we decided to apply a modular design to the levels.

User flow

Following what was discovered during the usability testing, a new user flow was produced to display the complete path the user takes when playing with the new game theme.

Parkour - Run & Jump

Parkour is a platformer set on a construction site where the players need to run and jump their way through sections full of scaffolds, traffic cones, and boxes to collect paint buckets and learn the name of the colors.

Modular sections

Due to the game's linear progression, the game's levels are designed as modular obstacle courses randomly assembled for each turn. This way, users can play the same level but experience a different flow.

Auto-runner

In Parkour - Run & Jump, the player-character is always moving in one constant direction through the platform, in which the player jumps over oncoming gaps and obstacles. The set of controls is limited to a single screen tap for jumping to suit both tablet and mobile.

Infinite number of tries

With the intent to allow users to take risks when playing, there's no finite number of tries before a game over. Instead, we implemented a restart mechanism that enables the player-character to restart running from checkpoints when they die.

Learnings

#1 MVP with Maximum Viable Planning

In a development process based on short-loop feedback, sometimes we can end up handing over to development an ill-specified feature because we didn't have time to understand how such feature will interrelate with existing ones completely. Therefore, to avoid not doing enough thinking through features, we need to develop an MVP with maximum viable planning.


#2 Implementing physics into the game

When developing an action game, user testing is essential to guarantee that we have achieved realistic behavior when applying fundamental dynamics principles to the player character. Like adults, children expect objects to behave the way they do in real life, so when using physics in a game, we can expect that if the objects behave out of the ordinary, the users will struggle to figure out how to play.

#3 Thinking through the major edge cases

An action game produces much more edge cases compared to the other game genres developed so far. We must consider this extra time beforehand to think through these situations outside the standard gameplay flow.