Juno
A one-button autorunner for 5-7 year-olds with learning minigames (similar teaching DNA to Word Tag). I owned preproduction design work and built a level generation proof of concept to enable fast content turnaround while keeping designers in control.
Quick Facts
Role: Game Designer (preproduction owner)
Context: Preproduction for new project
Tools: Unity, C#, Excel, Confluence, Jira, Miro
Status: Unreleased - project ended due to company bankruptcy (design package and tooling concept completed; later implementation work was done by others while I was on leave)
What I owned / delivered
Progression systems: world map, levels awarding up to 3 stars, regions unlocked by star totals, and quickplay modes.
Reward and economy systems: reward loop, currencies, pacing assumptions, and incentives designed for young players, short sessions, and daily play.
Game mechanic design: autorunner/platformer mechanics and interaction rules supporting readable one-button play.
Character controller design: feel targets and behavior definitions for one-button action platforming.
Learning pacing design: rules for dynamically placing learning minigames (“Tagging Spots”) so pacing could be controlled by parents/teachers.
Level generation tool (proof of concept): modular level generator designed for very fast level turnaround while keeping designers in control.
Context
Player Goal: Run through short, playful obstacle sequences using one-button actions, then complete quick learning interactions at Tagging Spots - designed for ~6-year-olds with high clarity and low friction.
Core Loop: Play a level → encounter Tagging Spots at a controlled pace → earn up to 3 stars → unlock new regions by star total → repeat, with quickplay modes for short sessions.
What makes it distinct: This project was designed around a production reality: lots of levels, fast iteration, simple inputs without a simplistic experience. The core design challenge was building a system that could generate levels quickly while still letting level designers shape the experience intentionally.
Level Generation System (the core preproduction feature)
Design Intent: Enable very fast turnaround per level while keeping level designers in control of pacing, mechanics, and difficulty - rather than generating “random” levels.
How it Worked:
Modular authored pieces: predesigned level modules that fit together seamlessly.
Designer-facing rule controls: generation could be guided by rules such as:
target difficulty range
focus on specific mechanics
preferred module types or pacing patterns
Procedural Tagging Spots placement: learning minigames were placed by the system so parents/teachers could control pacing and distribution.
Dynamic theming: each module received an art pass so it could be reskinned to match a level theme (junkyard, beach, harbor, etc.).
Optional Player-facing Idea: We discussed making generation player-facing: enter a seed (like your name) to generate a shareable level for classmates/friends.
Design goals
One-button clarity and feel: a readable action platformer experience tuned for ~6-year-olds.
Scalable progression: clear short-term wins (stars) and long-term goals (regions/modes) supporting repeat play.
Content at speed, with intent: modular level generation that supports fast iteration without losing authored pacing.
Learning pacing control: Tagging Spots placement rules that allow adults to shape curriculum cadence without breaking play flow.
Constraints
Late-stage ownership in an established organization: this was preproduction intended to carry into production during my paternity leave, so designs had to be clear, structured, and implementable by the team without constant designer presence.
Audience constraints: tuned for 5–7 year-olds: clarity, readability, and low frustration.
Project discontinuation: the company bankruptcy ended development before a full production implementation.
Deliverables
Progression spec (stars, regions, quickplay)
Economy/reward model
Level module taxonomy + tagging spot placement rules
Level generation proof-of-concept prototype
Preproduction design docs
video
Coming Soon