Cool School

I redesigned an educational game for kids to be more immersive and replayable.
24

New Locations & Rooms

18

New Side Quests

300%

Increased Game Interactions

450%

Improved Replayability

Project Overview

What - Prototyping a redesign of a popular educational video game for kids from the 2000s.

Why - To provide our client with a prototype for pitching the remake of the game to potential investors.

How - Our team designed the project in collaboration with a kids' research team across 5 design sprints.

Result - A prototype that increased the original game's replayability, inclusivity and turned it into an open world experience.
A cute colored shape playing fetch with a dog in a video game
Client
FJ Lennon
Role
Product Designer
Team Size
4 members
Project Year
2022
Duration
5 sprints (4 weeks each)

Research

Participatory Design
Expert Review
User Playtesting

Tools

Figma
Shotcut
Bamboo Paper

What is Cool School?

Cool School was a popular conflict resolution PC game for kids in the 2000s, which died with flash games.

My goal was to recreate the classic game from scratch for my client as a prototype for the modern audience of kids, so he could present it to the Federal Department of Education and get the game remake project approved.
Characters interacting in the original cool school game

The Problem

The original game followed a linear plot, where solving in-game conflicts would give you a trophy, and the game would end on collecting all of the trophies.
A straight line representing challenges connecting a start flag and an end flag
This linear structure limited the game's replay value, especially in the current market where almost all video games have elements of replayability.
Map icon from club penguin video game
The linear gameplay allowed for limited exploration and interactions
A hand drawn smartphone
Kids now are more comfortable with tablets and phones than PCs
Two characters from hollow knight standing together
Diversity and inclusion are more important now than 20 years ago

User Research

We decided to collaborate on-site with the UMD KidsTeam - a research group of kids, to gather qualitative data, test our prototype iterations and get new ideas for the game.
Children playing the prototype on a laptop with snack bowls around them

Contextual Inquiry

We observed the kids playing from a distance, noting their comments and reactions, and helping where needed.
Sticky notes stuck to a wall with likes and dislikes written on them

Likes/Dislikes Session

At the end of playtime, we would ask them what they liked and disliked, and how would they improve the game.
Kids drawing with markers on a printout of a screen from the project

Layered Elaboration

We asked them to draw on printouts of game screens, letting them draw on top of each other's ideas.

Key Observations

Importance of Identity

woman peeking from the top of her laptop
Kids associated the game avatar with their own identity

Freedom to Explore

a bird hatching out of its egg
They wished to be as free in the game as a virtual world

Immersive Experience

an old video game arcade joystick
The game didn't feel relatable or engaging enough

Solution 1: Character Customization

"I want to change my character's shape and color the way I want"

To give them a stronger sense of identity, I designed a feature that let players create their own character.

I added more personalization through apparel shops and their interactions with different characters.
A rough sketch of character customization feature
A low level screen for character customization with the most basic features

1st Design Sprint

Screenshot of a refined character customization screen with a better UI, high details, and lots of options

Final Design Sprint

Solution 2: Open World Experience

A rough sketch of map and exploration in Cool School
"More places to go in the game with different designs will be nice, like another world to explore"

To make players feel more free in the game, I redesigned the game as an open world.

This would allow the kids to roam, explore, and find conflicts to resolve on their own, also finding many interactions along the way.
Screenshot of the in game map of the school with low levels of details

Before (1st Sprint)

Screenshot of the in game map of the school with high levels of details

After (Final Sprint)

Solution 3: More interactions and relatable plots

"You can add side missions to the main quest"

I added quests, rewards, secrets and several in game interactions with characters and objects around the school to make the game more immersive.

Based on our research, and with the help of the client, I also updated the original plots to be more relatable and inclusive to modern kids.
A rough sketch of the player character interacting with other characters in the game
Game screen from early design, showing a conflict between people at an in game location

Before (1st Sprint)

Game screen from final design, showing a conflict between people at an in game location

After (Final Sprint)

A Refined Game Experience

Original Assets

Collection of hand drawn illustrations for game characters
"I like the avatar style but it didn't let me choose more options"

I drew all new assets for the game using Adobe Illustrator.

I designed player character and NPCs as cute colored shapes to minimize gender, skin, cultural and body shape exclusion.

Motion and Audio

A square character jumping up and down in joy
"I want to see them move and talk like real people"

I animated game characters with my team and created cutscenes.

We also added background music and audio for text dialogues to make the game fluid and more accessible than before.

Before and After

Music Room (Original Game)

Screen from the original game showing a conflict in the music hall

Music Room (Re-Design)

Game screen showing a conflict in the music hall in the new design

High Fidelity Prototype

Using our design and research from all our design sprints, we created a cohesive playable prototype in Figma for our client.

Reflections

  • I discovered many internal biases during research when they were proven wrong.
  • Working with kids was a lot of fun, and very different than research with adults.
  • Kids give rich qualitative data when they are having fun, perhaps we should have research playsessions with adults too.
  • I got to work with one of my childhood heroes as my client. Having him enjoy my work was an experience I will never forget.

What's Next?

  • Based on what I learnt from this project, I will work on my communication skills to get my message across stakeholders better.
  • Our client will present our prototype to the Federal Department of Education to get the game remake approved.
  • The product could benefit from further research, professional graphic designers to polish the assets and good voice actors.

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