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Educational Game FullyBeyond Designathon 2024 Procreate · UEFN · Figma Point-and-click

Garden Guardians ~ Growing Up Green

An educational game designed to teach children ages 8-12 about sustainability through interactive play. Players plant virtual gardens, compost waste, and learn about sustainable practices from "garden guardians", which are animal guides living in a garden.

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3rd Place Overall - Fully Beyond Designathon 2024  ·  16 hours  ·  Team of 2
My RoleLead Artist & UX Designer
Team2 members
Duration16 hours (hackathon)
ToolsProcreate · Unreal Engine Fortnite · Figma
AudienceChildren ages 8–12
StatusComplete prototype - Designathon submission

Overview

Garden Guardians grew out of a single design question: how might we use interactive gameplay to introduce sustainable practices to children in a way that feels playful, intuitive, and empowering? In just 16 hours at the 2024 Fully Beyond Designathon, my teammate and I built a fully interactive Figma prototype complete with custom hand-drawn artwork, a built 3D environment, and a grounded research foundation.

The game encourages young players to plant gardens, compost waste, clean up litter, and explore eco-friendly practices, all within a low-pressure environment designed to excite children about caring for nature rather than lecture them about it. We placed 3rd overall!

What I was responsible for

  • All visual design and art direction
  • Custom character & sprite design (Procreate)
  • Plant & crop illustrations, different growth stages
  • Interactive elements: compost bin, trash, fruit
  • Full 3D environment build in UEFN
  • Interface elements & thematic illustrations
  • Game's visual language & tone direction
  • Storyline development & Figma integration support

My teammate conducted user research and led assembly of the game flow in Figma (I supported as well), combining our assets into the final interactive prototype.

Asset Contributions in Detail

I worked on most of visual side of the project, from establishing the art direction on to placing sprites into the final high-fidelity prototype. Every asset the player sees was drawn or built by me. The character drawings were simple, but we were under a time crunch to start on the prototype!

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Character & sprite art
I Designed and hand-drew all animal character sprites in Procreate. From our user research, we found that approachable, simple guardian designs were best, and ideally, they should not be human. We landed on a bunny, butterfly, ladybug, frog, bee, and snail.
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Plant & world assets
Illustrated plants and interactive objects like compost bins, a watering can, and trash. For materials, I went for the colors green, blue, yellow, and black. These items were more rendered than the characters.
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3D environment (UEFN)
Built the full city garden environment in Unreal Engine Fortnite. I aimed to create an inviting, green urban space with a clear zone for gameplay activities. This took me around 6 hours.
Hand-drawn character sprites

Hand-drawn character sprites — Procreate

What the Game Does

Garden Guardians gives players a virtual city garden to care for. Players are visited by animals called "Garden Guardians", who teach them about sustainability, biodiversity, pollination, and the importance of gardening and composting. The core loop is simple enough for an 8-year-old but layered enough to hold attention: every action teaches a real sustainability principle while allowing the player to interact with the environment and practice each principle.

01
Pick up trash & clean up
Players collect litter around the garden world, cleaning up the space and preparing it for planting.
02
Compost & learn why it matters
Players collect organic waste and learn about composting, enriching the garden soil for future planting.
03
Plant & grow a garden
Players are now able to plant seeds in their garden. They learn about the importance of biodiversity as they water seeds and watch them grow into flowers and vegetables.
04
Harvest & explore ecology
Fully grown crops are then harvested, accompanied by facts about pollinators and food systems. Research showed players also wanted to cook, which is a feature planned for if there is ever a future iteration of this point-and-click.

Our design principles were agency, exploration, and care. Children should feel like genuine change-makers, not students being tested. Because of this, the game has no fail states, timers, or wrong actions. It just directs you which actions to take by suggesting items to click.

Research & Findings

Despite the hackathon timeline, we did continuous research along with early design: an academic literature review on game-based learning, a retrospective survey of 20 older students and young adults on their childhood game experiences, and a direct interview with an 8-year-old player to ground our assumptions in reality. This was the capacity we had with limited time (around 22 hours after learning the prompt).

We also applied a value-sensitive design lens throughout. We actively designed with children's perspectives and values in mind, even when we couldn't conduct broad testing with more than one member of the target group directly.

Early sustainability education (survey, n=20)
95%
Of participants reported having only "a little" or "some" environmental education as children. Most didn't learn about their ecological footprint until late high school or college.
Top-ranked topic (sustainability importance)
45%
Gave "local pollinators" a 5/5 importance rating. Composting, food systems, and waste reduction also ranked highly, directly shaping which activities we included.
Player interview age
8
We interviewed one eight-year-old directly, gaining insight into gaming habits, preferences, and the features that excited them most. We found that the participant had a particular interest in harvesting and creating with what they grew.
User personas created
2
We created one persona for a teacher using the game as a classroom tool, and one for a student playing during at-home learning time. These greatly informed our design process, and helped us identify which core needs to center from different perspectives.

"I like the harvest part. Can I cook with the food I grow?"

— 8-year-old research participant, immediately after learning about crop harvesting

That moment shaped a potential idea for a part 2: a cooking mechanic where players use harvested crops to create meals, combining sustainability with creative play and healthy messaging. The same participant really enjoyed the character design, and also expressed a strong desire for ownership and personalization - naming plants, customizing the garden, which gave us great suggestions for future iterations of the product.

Research survey

User survey

Research findings

Research findings

User personas

User personas

Design Process

Fifteen hours across five overlapping phases. Research and design ran simultaneously from hour one. There was no time for a clean sequential handoff and set of steps, and working that way turned out to produce a tighter result than a linear process would have. Most of the time, we were working on multiple things at once.

Phase 1
Ideation
Concept sketching, in-game actions, character tone, and aesthetic direction
Phase 2
Low-fi Figma
Wireframes mapping screen flow, player choices, and task progression
Phase 3
Asset Creation
All sprites, characters, plants, and UI elements hand-drawn in Procreate
Phase 4
UEFN Build
Full city garden environment built in Unreal Engine Fortnite
Phase 5
Hi-fi Prototype
All assets placed into Figma; full interactive gameplay loop assembled

The low-fidelity wireframe phase was deliberately kept rough - it existed only to lock down screen structure and task pacing before we invested time in visual polish. Key lo-fi screens covered the landing page, garden setup, in-game task interface, and educational pop-ups. The hi-fi pass then layered in all custom artwork, transitions, hover effects, and frame-by-frame animations.

Early concept sketches

Early concept sketches: ideation phase

City garden environment in Unreal Engine Fortnite

City garden: Unreal Engine Fortnite

UEFN environment background

Environment background: UEFN

Plant and water asset illustrations

Watering plants illustration: Procreate

Outcomes

In 15 hours, we shipped a fully interactive prototype with custom art, a research foundation, and a coherent game design, placing 3rd overall out of all submissions at the Fully Beyond Designathon 2024.

3rd
Place overall
at designathon
16h
Total build
time
100%
Custom art -
no kits used
9h
To full interactive
Figma prototype

"We aimed to empower, not lecture, and designed with an emphasis on agency, discovery, and environmental empathy rather than rigid goals or tests."

→ Design principle guiding every decision in Garden Guardians

Beyond the placement, the research validated a real gap: 95% of surveyed adults reported minimal environmental education as children, and they identified the topics our game covers, such as composting, food systems, local pollinators, as the most important for kids to learn. Garden Guardians is designed to fill that gap in a way that feels like play, not school.

Retrospective

Sixteen hours is a brutally compressed timeline for a game with research, custom art, a 3D environment, and a full interactive prototype. Part of why I think we placed in the Designathon, though (even if we were supposed to submit an app) is because our product was backed by extensive user research. Ideally, we would have more time to polish things and create more interactions. That being noted, here's what I'd take into the next version.

What worked
Running asset creation and wireframing in parallel saved hours. By the time the lo-fi screens were locked, the first batch of sprites was already done, and the hi-fi pass was a matter of slotting them in, not waiting on them.
What I'd change
The interview with one 8-year-old was incredibly valuable but a sample of one. I'd want to run at least 3–5 quick playtesting sessions with kids in the age range before the next iteration, especially to validate and potentially find new representations of the compost and litter mechanics, which are more abstract than planting.
What's next
While this project has been deprecated as a result of our team pursuing other, more detailed projects, Part 2 is already sketched: a cooking mechanic where players use harvested crops to create meals, plus deeper garden customization and a few mini-games. I would consider redoing the art to be higher-fidelity and pursuing a second chapter once I have more time.