CrossIt
An Educational Traffic game
In early 2020, I had the opportunity to contribute to the development of an educational multiplayer traffic simulator designed to teach children in the Netherlands about traffic rules through interactive maps and challenges.
My role on the team primarily involved design responsibilities, where I created a diverse range of levels, 3D models, UI elements, and menus. Additionally, I focused on enhancing the gameplay experience to ensure it was engaging and aligned with the target audience's needs.
Considering that the game was intended for classroom use and Chromebook compatibility, our team prioritized optimizing its performance across various devices. We made the strategic decision to develop it as a browser game, specifically optimized for Chromebooks. While this approach posed certain artistic limitations, it allowed for broader accessibility and seamless functionality.
Despite these constraints, we capitalized on the opportunity to inject a playful and vibrant aesthetic into the game. By incorporating bright colors and a toy-like visual style, we were able to create an immersive experience that truly transported players into a captivating toy world.
Working on this project provided me with valuable experience in educational game design, optimizing performance for specific platforms, and crafting engaging experiences for young learners.
Year
2020
Category
UX/UI Design
Game Development
Role
3D artist, UX/UI, level and gameplay designer
Made for
Vialis
An organisation located in the Netherlands focussed on improving traffic education for children.
Tools and stack
Unity, Blender, 3DS max, Figma, Adobe Illustrator
Joining the team
I joined the team 8 weeks into the project, which already consisted of 7 members, primarily programmers without design expertise. Taking on multiple roles, including 3D artist, UX/UI designer, level designer, and gameplay designer, I quickly analyzed the game's progress and identified the necessary steps in the art department.
Creating 3D models
Using 3DS Max, I swiftly began developing various 3D models for cars, buildings, and more. Considering that the game aimed to run on browsers and Chromebooks, I opted for a low-poly art style to prioritize performance. Upon joining the team, the game employed placeholders for in-game elements. After updating numerous models, I shifted my focus to enhancing the UI.
Updating UI
Revamping the UI with the game's theme in mind, I redesigned buttons, HUD elements, and other UI components. All buttons were tailored to resemble the road tiles used in the game. Additionally, I crafted a logo using Adobe Illustrator and created various menu elements and avatars to accommodate multiplayer functionality.
Level design
With many art and code elements in place, the team progressed to level design. Leveraging my skills, I meticulously crafted two distinct levels—a farm and a city—that presented diverse challenges due to terrain variations obstructing certain road angles. This design approach added difficulty as hidden items required navigation through the traffic. For instance, the farm level concealed items within a wheatfield, while the city level hid items within a small courtyard.
Menus
Following the completion of levels, I seamlessly integrated the UI assets into the menus, ensuring a cohesive and playful experience. At this stage, the game became playable with added multiplayer support. Positive feedback poured in from children who tested the game, praising its vibrant and low-poly art style, as well as the intuitive flow of both menus and gameplay.