Word Tag
A 3D action platformer that teaches vocabulary through quick minigames triggered by spray painting words in the world.
Quick Facts
Role: Core Game Designer (plus earlier Gameplay Engineer on the project)
Context: Professional live product
Tools: Unity, C#, Confluence, Excel, Jira, Git, Miro
Status: Released
What I owned / delivered
Owned game-side design for WordTag (as opposed to the learning gameplay), working closely with creative direction to define and ship.
Designed and tuned progression, economy, and mission structure using Excel.
Designed and implemented the game’s combat system and AI behaviors.
Responsible for game feel, particularly making new game mechanics (such as bouncy mushrooms and updrafts) feel good to play with.
Provided major assistance with a redesign of the Spaced Repetition schedule to improve learning pacing.
Led a complete level overhaul meant to introduce new game mechanics and provide each level a unique mechanical identity.
Designed, prototyped, and shipped new game mechanics, including throwable objects, bombs, destructible environments, and puzzle mechanics.
Designed and tuned an LLM powered Oracy teaching chat bot with an external partner, which I tested with Sesame Street in New York. Findings heavily affected the design of the feature before it shipped.
Context
Player Goal: Run, climb, skate and jump around a 3D environment, collecting spray paint and defeating enemies. Learning vocabulary through minigames triggered by painting words on walls.
Core Loop: Log in, enter 2-4 levels to complete missions, going through the daily curriculum of words to learn, then ending the day and coming back tomorrow.
What makes it distinct: Very high quality action platformer for mobile devices, 42 days of distinct mission experiences, powered by a practically limitless word engine for years of vocabulary learning.
Design goals
Make it feel like a platformer first: Responsive controls, good game feel, and dynamic game mechanics that invite play, so the learning layer sits on top of a satisfying game.
Keep sessions clear and repeatable: Mission structure, rewards, and pacing support and encourage short daily play without confusion, repetition, or friction.
Keep it feeling new: deliver a steady flow of novel moments - unique level changes, new mechanics, and seasonal content - while keeping the difficulty curve fair and readable.
Constraints
Working inside an established codebase and content pipeline: changes needed to respect existing architecture and content while improving clarity, pacing, and extensibility.
Mobile + audience constraints: performance and readability on small screens; inputs and difficulty tuned for the young audience.
Build
video
Coming Soon