Year: 2022–2023
Type: Game design course and internship, EKA
Mentor: Rene Rebane
Partner: Estonian Museum of Natural History
Exhibition: BiodiverseCity? (06.10.2023-20.09.2026)
I designed a simple simulator where players mow a park.
At first everything looks beautiful.
But the more players mow, the worse the environment becomes: animals disappear, leaves fall, and smog slowly fills the air.
The idea was to make the environmental impact visible through gameplay itself, rather than explaining it with text.
I translated the idea of over-mowing into a core game mechanic and built a prototype in Unity.
The project went through several iterations:
building an interactive prototype
testing the experience with players
adjusting visual feedback and pacing
Playtesting helped refine how quickly the environment deteriorates so the message stays clear while the game remains engaging.
Game design and programming in C# (Unity)
3D modeling (Blender)
UX/UI and documentation (Figma)
This project taught me that simple mechanics can deliver a strong message.
Through iteration I realized that even minimal gameplay systems can communicate complex ideas if the feedback is clear. I also strengthened my Unity and programming skills and discovered that sometimes going slightly “over the top” with effects can actually help emphasize the message.
The game needed to be simple enough for museum visitors to understand quickly, while still encouraging discussion about coexistence in cities.
Players move characters — such as a frog, squirrel, pedestrian, or car owner — through a changing city.
They can shift the board tiles to create new paths and help characters reach their destinations.
Through play, visitors discover that urban environments are shared spaces, where different needs must coexist.
I adapted Labyrinth-style mechanics into a new board game format with movable tiles.
The design process involved:
creating paper prototypes
testing the game with families in the museum context
refining the rules to improve clarity and flow
I worked closely with museum educators and scientists to ensure the mechanics supported the exhibition’s themes.
UX and documentation (Figma)
Illustrations (Adobe Photoshop)
Paper prototyping and testing
Collaboration with non-designers (museum educators, scientists)
This project gave me valuable experience with physical prototyping and designing systems that must be understood quickly by a wide audience.
One of the main challenges was balancing complexity. The game could be solved in a few turns if players studied the rules carefully, but it could also become confusing for first-time players. This process showed me how delicate rule design is when creating accessible experiences.