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Gasha Go!

GAME UX/UI DESIGN, LEVEL DESIGN, GAME MECHANICS, PROTOTYPING, DOCUMENTATION
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Gasha Go! is an educational game app by Georgia Public Broadcasting consisting of 12 games revolving around Gashlings; the tiny workers that run an arcade. Enter their world and learn how they work together and use problem-solving skills to keep everything running smoothly! Based on Computational Thinking standards, learn concepts of design thinking, debugging, deconstructing and more as you play along!

Audience

K-2 graders

Genre

Single-Player, Educational

Platform

iOS, Android & Web

Engine

-

Team

1 UX Designer, 4 Developers, 2 Producers, 3 Artists

Duration

July 2022 - Aug 2023

Project Stakeholders

GPB Education (Client), FableVision

My Roles & Contributions

Game UX Designer: 

Designing 6 game engines and preparing 11 game documents for responsive and accessible games in the Gasha Go! world. Consulting with educators weekly to reinforce required standards and concepts within each game. Building clickable prototypes with game flow and mid-fidelity game screens. Building score systems, levels and other details to aid development and asset creation. Also concepting the flow and design for the wrapper that contains all games.

Tools Used

GASHA GO! GAMES

11 Games and 6 Game Engines

DESIGN PROCESS

Brainstorming & Ideation

Weekly Meetings with Educators

We organized bi-weekly client meetings to align our vision. Armed with design briefs, we capitalized on the existing Gasha World IP to shape both app and game themes. Education reinforcement using Georgia's Standards of Excellence* were key:

  • Digital Citizen CSS.DC.K-2.3

  • Innovative Designer and Creator CSS.IDC.K-2.4

  • Computational Thinker CSS.IDC.K-2.5

  • Creative Communicator CSS.CC.K-2.6

Based on these, consulting Georgia educators highlighted more important concepts to tinker with. Such as decomposition, pattern recognition, abstraction, and algorithmic thinking and more. All within the realms of engineering, science, and math. Reinforcing the concept of coding was a strong goal, with Scratch Jr. as a reference point.

Brainstorming for Property Assignment engine for game Cleaning Crew, inspired by an existing game Baba Is You.

Brainstorming for Property Assignment engine for game Cleanup Crew, inspired by an existing game Baba Is You.

Generating Game Engine Concepts

Through iterative discussions, we generated multiple game engine concepts and a generous number of corresponding themes for the game instances. Collaborating closely with the educators, our bi-weekly consultations proved invaluable in refining and pinpointing the most promising ideas and themes for each game engine.

Game Instances

Balancing Differences and Similarities

With the selection of 6 game engine concepts, the next step was to deepen the game instances' scope. Despite the different games, our overarching goal was unity all games seamlessly coexisting within a shared world, interconnected by characters, locations, and purpose.

Two Game Instances, One Game Engine

As two games were to be created using one shared game engine, they were referred to as instances. The themes for these instances were meticulously chosen to showcase each engine's strengths. Ensuring a firm grasp on the tenets of Computational Thinking, I fine-tuned the core functionality and operational dynamics of each game engine. These adjustments were guided by the essence of the chosen theme, harmonizing gameplay with purpose. 

Interface for Poster Pitch, (Meme Maker engine)

Interface for game Poster Pitch, (Meme Maker engine)

Final look of Poster Pitch, (Meme Maker engine)

Final look of game Poster Pitch, (Meme Maker engine)

Interface of Design Dazzle,  (Meme Maker engine)

Interface of game Design Dazzle,  (Meme Maker engine)

Final look of game Design Dazzle, (Meme Maker engine)

Final look of game Design Dazzle, (Meme Maker engine)

Game Flows & Interfaces

Fleshing Out One Game Instance at a Time

For each game, I would start with the core user journey, mapping out the main game flow. Simultaneously, I developed mid-fidelity wireframes for the main game screen. At this stage, I further fine-tuned the mechanics, functionality and interface to align with the game's theme, purpose, and tasks. Despite having stemmed from the same game engine, I made sure each game instance holds its own, enough to be considered its own unique game.

​User Flow for Prize Painter (Mastermind engine)

Making Everything Accessible

Accessibility also played a pivotal role in the interface design. While 81% of household with young children use tablets, it was important to still optimize the games for other platforms — mobile, and web. I catered to diverse interaction modes, accommodating not just touch and clicks but also keyboard input.

User Flow for Prize Painter (Mastermind engine)

With early playtesting on 5-7 year olds and consultation with educators, I was able to draw numerous insights. Such as:

  • K-2 graders benefit from learning iconography.

  • K-2 graders struggle with "Click & Drag" functionality.

  • Buttons can be made smaller than standard to create more room, due to children's smaller fingers.

These insights don't sound like much, but such details help greatly to create a seamless and enjoyable user experience for an audience as sensitive as children in their formative years .

Interface for Recipe Rockstar (Sequencing & Looping engine)

Interface for Recipe Rockstar (Sequencing & Looping engine)

Game Screen for Recipe Rockstar (Sequencing & Looping engine)

Game Screen for Recipe Rockstar (Sequencing & Looping engine)

Final Interface for Recipe Rockstar (Sequencing & Looping engine)

Final look for Recipe Rockstar (Sequencing & Looping engine)

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Final look for Recipe Rockstar (Sequencing & Looping engine)

Interactive Prototypes

Simulating The Game

After crafting the core user journey and main game screens, I transitioned into constructing a prototype of the game instance. I interlinked game screens, introducing screen button interaction. Leveraging Adobe XD's prototyping features to their fullest, I simulated button behaviors and integrated animations. The scope of the prototype encompassed every stage of the game — from the initial title screen to levels, tutorial, gameplay, and concluding score screens.

Significant Step for Client & Team

The prototype's significance extended beyond mere simulation. It served as the bedrock for the game's entire flow. Notably, the tutorial phase was spotlighted, complete with preliminary dialogues and narrative to guide writers. The prototype also offered insights into suitable animations and asset integration, based on the interface's requirements.

Interactive Prototype for game Gasha Gardeners (Maze Builder engine)

This prototype proved indispensable in presenting the game's mechanics to clients pre-development. Adapting to feedback was streamlined, circumventing additional developer hours. Furthermore, it facilitated early playtesting, particularly valuable with young players.

Beyond this, the prototype functioned as a reference hub. Developers, artists, and fellow designers could glean precise insights into the game's operational dynamics, aiding their understanding and paving the way for seamless collaboration.

Level & Score Design

Levels & Tutorial

Adapting to game specifics, levels and score systems differed as required. Level designs were structured around a foundational tutorial stage, evolving into a sequence of 6 progressively challenging levels. Escalating difficulty was rooted in the game's dynamics. Playtesting, including input from those around me and young children, was pivotal in refining this progression. Notably, the rise in difficulty wasn't solely quantitative; qualitative enhancements played a role, particularly evident in the game Cleanup Crew.

​Initial level design for the game Cleanup Crew with an alternate theme (Property Assignment engine)

Initial level design for the game Cleanup Crew with an alternate theme (Property Assignment engine)

The Score System

The score system was anchored in quantitative metrics based on the factors involved in each game. Stars symbolized achievement, distributed in tiers, capping at 3 stars. My main aim for this system was to avoid discouragement and foster motivation amongst the young players.

Game Design Documents

Game Design Documents

Throughout the design process for each game, I worked on converging all elements detailed earlier into a concise, 30-40 page game design document. This comprehensive document encapsulated each game's essence, providing a roadmap for its execution. The document also included technical specifications for assets, animations, narration, dialogue, sound and development.

In a harmonious blend, all this documentation served as a comprehensive guide, steering the game's creation and fostering clear understanding among team members and client.

Gasha Go Wrapper

Lastly, my involvement also extended to shaping the wrapper app that encapsulates the games within the vibrant Gasha Go World theme. My responsibilities encompassed brainstorming and crafting the initial user journey and outlining a initial prototype for the app, while staying true to the rules set for the themed world.

The app's onboarding concept drew inspiration from "Bring A Friend To Work Day." Kids get an extraordinary opportunity to accompany their Gashling companions into their hidden world. The app serves as a guide, transitioning the player from the arcade and into the Gashling HQ, swiping you in with an ID card.

Landing Screen of the Gasha Go! App

Landing Screen of the Gasha Go! App

GALLERY

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