
SuperCampus
Experience — Roblox
Visits(6mo.)
6m+
Mini Games Designed
12
Brands


Role
Game Designer
Brief
"Design a back-to-school experience that sparks excitement for the upcoming school year."

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But there were some groundrules:
1.Use the 3 Brands Equally
2.The player CANNOT fail
3.Needs to be a in a School Setting
4.No direct competition between players
*Splorps , these monsters, were the students, teachers
Core Design Problem
No failure, no competition — so where do stakes come from?
Rules 02 and 04 remove almost every standard source of tension in a game. You can't lose, and you can't beat anybody. Put nothing in their place and what's left is an activity rather than a game — and children leave activities fast.
Solution
I decided to make minigames where every level scores out of three stars — a language children already speak from mobile games. One star is near enough guaranteed, so nobody fails. Three takes a clean run, so there's always something above you.
Competition drives games, so I kept it and pointed it sideways. Players race high scores and completion times instead of each other — you're chasing a number somebody set, not beating them face to face. That clears rule 04 without giving up the thing that makes a child try the level again.


Brands
Their Product Drives The Action
The requirement was equal use of three branded products. Rather than dressing the world in logos, each brand got a classroom and each product became a mechanic — the thing the player does, not the thing they look at.
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Every mission started in Figma, then went to the team to check feasibility and timelines before anything got built. I took the concepts to all four brands myself — walking each through the ideas, then showing them their own games as they came together.
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The Pitch
Crayola-Crayon
Sort Falling School Supplies
School supplies are falling and the player needs to use their crayon to draw lines, changing the trajectory of the item to go in its matching (color) backpack.

Color In The Obby
This was an Obby with parts of the track purposefully gone, leaving large gaps that the player could not jump. So, the player used their crayon to draw a bridge for them to cross.


Bic-Highlighter
Find The Missing Students
It works as a flashlight: find the students lost in the dark, and stun the hall monitors. It highlights what's hiding, pun intended.


Object Search
In the second you circle the objects you're hunting for, exactly the way you'd mark something on a page. It highlights what's hiding, pun intended.

3m-Post It Note
Match 3
Players needed to line up 3 Matching Post It Notes to score points.

Endless Runner- With a twist
n endless runner where you grab notes as you run and throw them at obstacles to clear the way, because removing the problem in front of you is more or less what a Post-it is for.

Pivot
P.E. Class
Halfway through the run, players started asking for PvP — exactly what the brief had steered away from.
So we gave them P.E. Class: team modes where children play with or against their friends, on a looped timer. So go play a solo game then come back for P.E.
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Losing Earned Points but Winning Earned more.. allowing for no player to go home empty handed for their efforts.
Lessons & Learns
What SuperCampus Taught Me
A hard brief is a design tool
"The player cannot fail" and "no direct competition" read like restrictions on a game designer. In practice they forced a better answer than an open brief would have — the star system/ high score exists because the obvious sources of tension were closed off, and it fits this audience better than anything I'd have reached for otherwise.
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Three products used equally can be set dressing or it can be three mechanics. The requirement is identical either way. What changes is whether you treat it as a box to tick or as the spec for the game.
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A constraint is a specification