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)
Game design and programming in C# (Unity)
3D modeling (Blender)
UX/UI and documentation (Figma)
I translated the idea of over-mowing into a core mechanic, built a Unity prototype to simulate environmental decline, and iterated through playtesting to refine both feedback systems and pacing.
I designed a simple simulator where players mow a park. At first, everything looks beautiful — but the more they mow, the worse the environment becomes: animals die, leaves fall, and smog fills the air.
This project taught me that simple is better. Through iteration, I realized that even minimal mechanics can deliver a strong message. I also deepened my Unity and programming skills, and discovered that sometimes going ‘over the top’ with effects can actually be a strength, as long as it keeps the project fun.
UX and documentation (Figma)
Illustrations (Adobe Photoshop)
Paper prototyping and testing
Collaboration with non-designers (museum educators, scientists)
I adapted Labyrinth-style mechanics into a new board format, created paper prototypes with movable tiles, tested them with families in the museum context, and refined the rules for clarity and engagement.
Players move characters — such as a frog, squirrel, pedestrian, or car owner — through a changing city (players also shift the tiles to create roads). It highlights that urban life is shared space, requiring compromise and awareness.
I gained valuable experience in physical prototyping and learned how to create clear documentation for collaborators like graphic designers and architects. One of the biggest challenges was balancing complexity: the game could be solved in a few turns if you studied the rules carefully, but it became confusing and effort-heavy for players who didn’t. This taught me how delicate rule design is when creating accessible experiences.