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Launch Date: November 2016
Project Summary:
Lead Designer for LeapFrog Academy software subscription service. Oversaw the design and implementation of 500+ games and activities. Spearheaded the strategy for creating numerous amount of content with limited amount of game engines and resources to populate the product service.
Detailed Project Responsibilities:
Research and define game engines and play patterns that are trending, engaging and accessible for a wide range of audiences, and pairing them with numerous curriculum skills.
Identify existing LeapFrog IPs to pair them appropriately with game engines and activities.
Partnered with LeapFrog's Learning Designers to pair the appropriate game engines with the curriculum and integrating them into gameplay.
Defined and designed game and activities engines to meet product and marketing business demands of re-playability and re-usability by providing examples, mockups, wireframes, and detailed specs.
Wrote product, game design, and pitch documents to communicate engine and activity needs to support business and product needs/demands.
Worked with Developers and advised and guided the game and curriculum integration and game tuning.
Review builds and provide clear and actionable feedback from user testing to our developers to improve game UX, interaction, UI, play, curriculum, and overall usability.
Provided mockups, wireframes, and references to communicate each of the games look and feel.
Performed qualitative user testing research to improve games, ui, and activities for our demographic.
We got many uses from this engine using various IPs and curriculum. In this engine the user was asked to tap on the correct answers as quickly as possible.
With this engine the user would sort the objects to its appropriate place before they disappear from the screen. Here are a couple of examples with visual and curriculum changes.
With they engine the user would steer and catch the correct items before it leaves these screen.
This engine ask the user to spell, make or solve the answer before the culprit reaches the player's valuable goods.
The user controls a character and navigate across obstacles and towards the correct answers.
Example of the many different engines. The user would swipe across the screen on the correct object before they left the screen.
With this engine the user has to tap and hold on to the monster to feed it cookies.
The user would tap and hold to blast the correct answers as they zipped around the screen.
In this engine the users are asked the to the most basic interactions to get the correct answers by moving them to the correct spots.