EkoSphere

Roles: Game Design, Systems Design, UI/UX Design, Data Visualization, Research TranslationEngine: Unity (2.5D Isometric)Languages:C#Systems: Urban Resilience Scoring (SET), NbS Placement Logic, Scenario-Based Progression, Community Feedback System, Decision Tradeoff Modeling


In Development Visuals Limited Due To Ongoing Research Collaboration


Project Summary:
EkoSphere is an interactive serious game designed to help players understand urban resilience and climate adaptation through Nature-Based Solutions (NbS). The game places players in the role of a city decision-maker responding to escalating climate challenges, where each choice involves tradeoffs between social, environmental, and technical outcomes. 

Rather than presenting climate solutions as universally “good” or “bad”, EkoSphere emphasizes context, placement, and consequence. Players must balance limited resources, community sentiment, and long-term resilience as climate hazards unfold. The experience is designed for educational settings, encouraging systems thinking, discussion, and reflection rather than optimization.

I am the primary designer and developer on the project, responsible for core gameplay systems, scoring logic, interaction design, and the translation of academic urban resilience into playable mechanics. The project is developed in collaboration with researchers and is currently undergoing iterative playtesting. 

Core Design Pillars:
Learning Through Tradeoffs, Not Optimization
Clarity, Legibility, and Educational Accessibility
Playable Research Translation

Core Gameplay Systems:

Urban Resilience Scoring (SET Framework):
EkoSphere uses a custom SET scoring model (Social, Environmental, Technological) to evaluate player decisions. Each Nbs affects these dimensions differently depending on placement, context, and sequencing, reinforcing that resilience is multi-dimensional and often conflicting.

Scores are presented, prompting players to compare outcomes across dimensions rather than fixating on totals.

Nature-Based Solutions (NbS) System:
Players select and place NbS such as community gardens, permeable sidewalks, green roofs, and wetlands. Each Solution:
Has different impacts across SET dimensions
Performs differently depending on where it is placed
Can interact with surrounding infrastructure and neighbourhoods

The system encourages players to ask: “Why does this solution work here, but not there?”

Scenario-Based Progression & Climate Hazards:
Gameplay unfolds across a sequence of urban challenges, each building toward potential climate hazards (e.g. flooding, heatwaves). Rather than revealing outcomes upfront, the game provides partial foresight, incentivizing players to build balanced resilience rather than preparing for a single known disaster. 

Each challenge contributes to a cumulative city state, reinforcing continuity rather than isolated levels.

Community Feedback & Sentiment:
A developing community feedback system introduces non-technical constraints into decision-making. Community responses reflect accessibility, visibility, and perceived fairness of interventions and not just their effectiveness.

The system is intentionally imperfect:
Community feedback may be biased or incomplete
Players must decide when to follow sentiment and when to challenge it

This reinforces the social complexity of real world urban planning.

Economy & Tradeoffs:
EkoSphere explores non-traditional economy systems to avoid reducing climate action to pure cost-efficiency. Current and planned constraints include:
Limited implementation capacity
Time pressure before climate events
Funding tied to trust and prior outcomes

The goal is to create meaningful scarcity without overwhelming players or encouraging exploitative play.

My Contributions:
 Systems & Game Design:
Designed the full gameplay loop centered on NbS placement, NbS tradeoffs, and scenario progression
Structured resilience outcomes around SET dimensions rather than win/lose states
Defined constraints to support learning over optimization

Research Translation:
Worked directly with urban resilience framworks and academic research
Translated abstract concepts (resilience, tradeoffs, stakeholder impact) into concrete mechanics
Balanced scientific accuracy with player comprehension

UI/UX & Information Design:
Designed interfaces to reduce cognitive overload while preserving complexity
Explored tooltips, visual meters, and relative scoring instead of dense text
Iterated based on playtest feedback from students and researchers

Iterative Playtesting:
Led structured playtests focused on clarity, engagement , and learning outcomes
Synthesized qualitative feedback into design priorities
Used player confusion as a signal for system refinement rather than tutorial expansion

Development & Iteration Highlights:
Early playtests revealed players treated SET scores as “win bars”, leading to optimization which I shifted to relative, qualitative presentation.
Initial NbS descriptions caused cognitive overload. I replaced text-heavy explanations with placement-based learning.
Community feedback system evolved from binary approval to ambiguous sentiment to better reflect real planning dynamics.

Outcome & Current Status:
EkoSphere is currently in active development and playtesting. Early feedback indicates strong engagement and curiosity, alongside clear opportunities to improve clarity, pacing, and economic motivation. The project continues to evolve through iterative testing, with a focus on making climate adaptation concepts understandable, discussable, and memorable.

This project represents my interest in designing games as thinking tools: systems that invite players to explore complexity, confront uncertainty, and understand that meaningful decisions rarely have perfect answers.

Why This Project Matters:
EkoSphere demonstrates my ability to:
Design complex systems for education and impact
Translate research into playable, legible mechanics
Balance game design, UX, and real-world constraints
Build experiences that encourage reflection rather than mastery