PAL Learning Games
During my internship with edu-tech platform PAL Learning, I had the opportunity to pitch and lead a project on a series of educational games that were designed to supplement their tuition programmes.
Working alongside PAL's tutors and educators, I designed a series of three games for each of PAL Learning's core tuition subjects. Each game made use of a modular system inspired by WarioWare where students would be able to engage in multiple minigames, each dedicated to a specific topic. They could practice each topic individually or opt for an Adventure mode where a series of minigames would be generated for them and they would be tasked with completing their adventure with a limited number of lives. Students would create a profile that would let the game adjust the difficulty of the minigames as appropriate to their primary school level, while also keeping track of the player's "stats" in the form of how well they were doing at each topic. As they played through the game, they would earn points that would allow them to customize their player avatar. The games were designed to be easily expandable in the future, and implemented systems to make it easy for the staff to directly directly add or edit the questions and answers that were being used in the games.
In addition, we created eight visual novel style games to be used during lessons as more interactive and engaging replacements for PowerPoint slide show. These were designed to not stray too far from basic PowerPoint navigation as to make it easy for the tutors to use during the lessons, but introduced enhanced interactivity including minigames, animations, and puzzles. The eight games were used for lessons conducted across four different primary school levels during PAL Learning's holiday programme, for the subjects of Writing and Poetry.
The videos above were used in PAL Learning's marketing material, showcasing the final projects that were created over 3-4 months of the internship.
I was the lead designer and also responsible for overall project management. All programming and animation duties were shared between myself and one other developer, and in addition I also contributed some art assets across all the projects.
All games were created in Unity.
Working alongside PAL's tutors and educators, I designed a series of three games for each of PAL Learning's core tuition subjects. Each game made use of a modular system inspired by WarioWare where students would be able to engage in multiple minigames, each dedicated to a specific topic. They could practice each topic individually or opt for an Adventure mode where a series of minigames would be generated for them and they would be tasked with completing their adventure with a limited number of lives. Students would create a profile that would let the game adjust the difficulty of the minigames as appropriate to their primary school level, while also keeping track of the player's "stats" in the form of how well they were doing at each topic. As they played through the game, they would earn points that would allow them to customize their player avatar. The games were designed to be easily expandable in the future, and implemented systems to make it easy for the staff to directly directly add or edit the questions and answers that were being used in the games.
In addition, we created eight visual novel style games to be used during lessons as more interactive and engaging replacements for PowerPoint slide show. These were designed to not stray too far from basic PowerPoint navigation as to make it easy for the tutors to use during the lessons, but introduced enhanced interactivity including minigames, animations, and puzzles. The eight games were used for lessons conducted across four different primary school levels during PAL Learning's holiday programme, for the subjects of Writing and Poetry.
The videos above were used in PAL Learning's marketing material, showcasing the final projects that were created over 3-4 months of the internship.
I was the lead designer and also responsible for overall project management. All programming and animation duties were shared between myself and one other developer, and in addition I also contributed some art assets across all the projects.
All games were created in Unity.