Studio Overview
Age of Learning is an educational technology company focused on creating engaging digital learning experiences for children. As part of the Game Design team, I collaborated with producers, curriculum specialists, developers, artists, animators, and QA to transform educational goals into interactive gameplay experiences for mobile devices.
At a Glance
Role
Game Designer
Industry
Educational Games
Platform
Mobile (iOS / Android)
Main Tools
Figma, Flutter, Rive
Focus
Gameplay & UX Mechanics
Team Collaboration
Curriculum, Engineering, Art
My Design Ownership
✦
Gameplay Design
Core mechanics and systemic interaction loops.
✦
UI Flow
Seamless screen transitions and navigation mapping.
✦
Rapid Iteration
Fast-cycle prototyping and concept validation.
✦
Systems Design
Economy balancing and structural progression.
✦
Wireframing
Low-fidelity blueprinting of game interfaces.
✦
Implementation Support
Direct coordination with tech teams.
✦
Educational Design
Aligning learning goals with play mechanics.
✦
Documentation
Comprehensive feature specs and design bibles.
✦
Cross-functional
Collaboration across art, eng, and curriculum.
✦
UX Design
User journeys and behavioral architecture.
✦
Gameplay Balancing
Tuning difficulty curves for child retention.
Featured Projects
ABCmouse
Designing high-impact educational mechanics and UX flows that engage young learners.
Gameplay
Educational Mechanics
UX Flow
My Reading Academy Español
Developing gameplay systems and player progression frameworks for personalized learning experiences in Spanish literacy for Schools.
Gameplay Systems
UX
Educational Design
Design Process
01
Learning Goals
Understand the educational objective together with curriculum specialists.
02
Research
Study age-specific cognitive abilities, interaction patterns, and existing educational activities.
03
Gameplay Concept
Transform educational objectives into engaging gameplay mechanics.
04
UX & Wireframes
Design intuitive layouts and interaction flows suitable for young children.
05
Documentation
Produce clear Game Design Documents including mechanics, rules, and implementation requirements.
06
Prototype
Collaborate closely with Flutter developers and artists to bring the experience into production.
07
Playtesting
Review feedback, refine interactions, and polish the player experience.
Design Challenges
🎮 Balanced learning objectives with player engagement.
🤝 Collaborated with specialists, artists, and developers.
🧠 Designed intuitive gameplay for children ages 3–7.
📚 Translated curriculum into engaging gameplay mechanics.
✨ Simplified UX to reduce cognitive load.
🔄 Iterated through continuous playtesting and feedback.
From Vision to Gameplay
Every educational activity started with a learning objective—not a mechanic. My role was transforming curriculum goals into intuitive gameplay experiences that children could understand through interaction rather than instruction.
Learning Goal
Ordering
Mastering vertical hierarchy and spatial sequence.
Core Mechanic
Hold & Swapping
Direct tactile exchange of interaction elements.
Design Decision
Visual Height
Manipulatives use different heights so children can visually understand ordering without relying on reading.
Experience
Iterative Play
Positive reinforcement, incorrect answer feedback, and up to three attempts before guidance.
Learning Goal
Measurement
Developing foundational spatial reasoning and units.
Core Mechanic
Drag & Drop
Drag interaction to map physical distance.
Design Decision
Visual Units
Children measure an object using visual units to understand length through interaction instead of numbers.
Experience
Discovery
Immediate visual feedback reinforces understanding and encourages experimentation.
Learning Goal
Sorting
Cognitive classification and set theory.
Core Mechanic
Drag & Drop
Active categorization through placement.
Design Decision
Visual Guides
Players place objects into correct containers using simple visual interactions and shapes.
Experience
Reinforcement
Immediate feedback confirms correct choices and helps reinforce categorization logic.
Learning Goal
Multiple Choice
Decision making and identification.
Core Mechanic
Tap / Click
Simple interact-and-react select loop.
Design Decision
Toddler-First
Designed for toddlers with short attention spans using simple interactions where every option remains interactive.
Experience
Engagement
Immediate visual and audio feedback for solutions to keep young children constantly engaged.
Skills Demonstrated
Gameplay Design
Documentation
Educational Design
Feature Design
Cross-functional Collaboration
Systems Design
Rapid Prototyping
UX Design
Gameplay Balancing
Wireframing
Core Insights
Working at Age of Learning strengthened my ability to design gameplay with a clear purpose, transforming educational objectives into intuitive player experiences. It reinforced the importance of rapid iteration, cross-functional collaboration, accessibility, and user-centered design when creating products for young audiences.
Credits & Ownership
Unless otherwise noted, all game artwork, logos, promotional images, trademarks, and intellectual property displayed throughout this portfolio belong to their respective studios, publishers, and rights holders. They are presented solely to contextualize my contributions as a Game Designer. All design documents, diagrams, prototypes, and original materials are my own unless stated otherwise.