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Art Director

  • Establish a dynamic Art style & identity 

  • Build new worlds with Game & Level Design

  • Scoping, Scheduling & Technical pipelines

  • Provide Direction & upskill artists through documentation

Learn Nation

We used a Neon-Candy palette, bold and simple vector Shapes, to match a young audience.

With "Learn Nation" as the title, we leaned towards a globe design- Bubbly letters, charismatic teacher characters, and a sense community.

Story

The Curriculum was based on the "Science of Reading." So we leaned into a semi-fantastic steampunk style - with a whacky scientist stealing sounds and words.

Characters

With most interactions being in first-person, the characters needed to be charismatic, fun, and engaging.

The mischievous Scientist made for a fun antagonist, where the player would be able to defeat him and his machines during lessons.

Environment

With 90 lessons in total, it was important we added a sense of an epic journey, across diverse landscapes, to keep things interesting.

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Track along the scientists trail, recover lost words, unlock stickers and rewards for each theme.

Screens / UI

We kept things as simple as possible.

Most of the Lesson-play was automated, and the teacher character guides the player through the interface, when needed.

We used the Treehouse as home base, and the journey map was used for story and theme changes.

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