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Project 02 · Game

Super Hacka Kids

A colorful water-balloon MOBA for everyone.

  • MOBA
  • Kids
  • Multiplayer
  • Games
Genre:
Party Action Game, MOBA Inspired
Scope:
Core System Design · Level Design · Visual Direction · Game Vision & Experience
Development Time:
1 Month
Team Size:
3
Tools:
Unity (C#) · FEEL (More Mountains) · Blender · Figma · Miro · Photoshop
Super Hacka Kids Trailler
0:00 0:00

Project Resume

Project resume

01

Overview

A non-violent MOBA with local 4v4 co-op, set in a DIY playground of cardboard, paint and crayon. Everyone plays the same character. What sets players apart is where they stand and what they carry.

  • Platform PC (Local Multiplayer)
  • Team Size 3
  • Duration 1 Month
  • Engine Unity (C#)

Key Features

  • Local 4v4 co-op, one player per computer
  • Non-violent, kid-friendly play
  • The same tools for everyone
  • Two win conditions, objective-driven matches
  • Simple and readable controls
  • Emergent roles and teamwork

My Role

Game Designer & Creative Director

Owned the systems, the map and the visual direction on a three-person team, and stayed close enough to the build to change them.

  • Set the creative vision and coordinated the team
  • Designed the core loop, systems and map
  • Kept art, UI and gameplay in one language
  • Game Design
  • Systems
  • Level Design
  • Visual Direction
  • UI/UX
  • Team Coordination
02

Design Brief

The brief called for a competitive multiplayer game for a public event, playable by children, with no violence and only one month to ship. The challenge was to keep the excitement of competition while making cooperation within each team the source of strategy.

Constraints

  • UN SDG alignedNon-violent, safe and designed for children.
  • Teamwork firstCompete as a team, win through cooperation.
  • Simple to playNo complex controls, classes or genre knowledge.
  • Depth for allSimple rules with room for tactics.
03

Design Goal

I wanted a MOBA a child could understand after watching one round, but keep discovering through play. The feeling was a water-balloon fight in a backyard, competitive, chaotic and playful, with nobody getting hurt. Simple actions had to create opportunities to help teammates, invent roles and build tactics together.

From first glance to last match

Simple to start. Rich to explore.

  1. WatchUnderstand the game without instructions.
  2. PlayRead the field and make the right call.
  3. MasterDiscover deeper strategies through repeated play.
The handmade playground: fabric trees, cardboard hills and painted ground

Player Experience Pillars

  • Readable at a glanceKnow what to do at first sight.
  • Harmless stakesSetbacks never feel like losing.
  • Everyone is the sameNo classes, so nobody picks wrong.
  • Depth from the mapStrategy comes from space.
  • Cooperation paysThe best plays are made together.
04

Design Solution

A non-violent 4v4 MOBA with local co-op, set in a DIY playground of cardboard, paint and crayon. Every player controls the same base character and throws water balloons. Teams win by soaking opposing players or destroying their base. Because nobody has a special ability or predefined class, players differentiate themselves through positioning, resources and the way they support their team. This lets roles emerge naturally during the match instead of being selected before it begins.

Key Design Choices

  • One shared characterEveryone starts with the same tools, so a role comes from where they go, what they carry, how they help.
  • Balloon passThrow a balloon at an opponent or pass it to a teammate, one simple action for attack, defense or setup.
  • Two win conditionsWin by soaking the other team enough times or by destroying their base, so a losing team has a way back.
  • Mirrored mapBoth sides share the same resources, routes and objectives. The difference comes from how each team plays.
  • Wet, not deadNobody gets hurt. Soaked players dry off for a moment and rejoin, so competition never turns violent.
05

World & Visual Identity

The world turns a backyard into a fantasy playground built from a child's imagination. Cardboard becomes terrain, fabric becomes nature and crayon becomes the visual language. Everything is oversized, handmade and playful, making the world feel like something a child could have built.

The handmade playground: fabric trees, cardboard hills and painted ground

Visual Principles

  • Built from imaginationCardboard hills, stitched trees and handmade props.
  • Hand-drawnCrayon textures and imperfect, childlike shapes.
  • Shaped by the mascotThe mascot’s shapes set the world’s visual language.
  • Toy-scale fantasyShapes and proportions exaggerated toward a toy look
  • The world guides playPainted paths and landmarks lead players to goals.
06

Results & Learnings

Results

  • Shipped in one monthShipped in one month for a public event, splitting a tight schedule across design, art and team leadership, with the game playable start to finish.
  • Roles emerged from playSix roles, each with variations, emerged in playtests. None were classes. They came from position, resources, scarcity and team support.
  • A hit with kids and clientChildren and the client had fun in every playtest, the main goal. Even kids who had never played a game understood what was happening and joined in.

Learnings

  • Constraints helpHard constraints leave little room for obvious answers. They pushed me to new paths, like the non-violent wet state and resource-driven roles.
  • Depth from systemsDepth did not need abilities or progression. Positioning, resources, objectives and cooperation were enough for real strategy and meaningful choices.
  • Design for non-playersThe client and many players were new to games. Watching them showed me how newcomers read space and feedback, and how much works without instructions.

Media

The work, up close

Project gallery · 82
A player in front of the central tree, six standard balloons in the inventory

Roles

Roles & Responsibilities

Game Vision & Direction

  • Defined the game vision, fantasy, and target player experience
  • Established kid-friendly, non-violent, cooperative design constraints
  • Developed the initial concept, core loop, and high-level structure
  • Created the pitch deck, incorporated feedback, and secured approval

Gameplay & Systems

  • Wrote the GDD with the game rules, mechanics, interactions and limits
  • Designed the full gameplay system, including combat and movement
  • Defined objectives, win conditions, pacing, and match duration
  • Balanced systems around teamwork, accessibility, and emergent roles

Level Design & Map Architecture

  • Designed the primary map, its flow, pseudo-lanes, and landmarks
  • Structured verticality, sightlines, risk/reward, and exploration paths
  • Designed combat spaces, rest areas, and positioning opportunities
  • Created blockouts and guided 3D production through iteration

Player Experience & Game Feel

  • Designed player feedback via visual effects, animation, and game feel
  • Used level design and feedback to naturally guide players to goals
  • Implemented VFX, shaders, and feedback systems directly in Unity
  • Polished lighting, materials, post-processing, and camera effects

UI/UX Design & Implementation

  • Designed UI and UX flows for menus, HUD, lobby, and match setup
  • Created UI layouts and flows using Figma, Miro, and Photoshop
  • Built the UI in Unity with responsive interaction and feedback
  • Prioritized clarity, accessibility, and readable player information

Visual Direction & Concept Art

  • Defined the game's visual direction, tone, and thematic consistency
  • Created concept art for maps, objectives, assets, and materials
  • Set a visual language for gameplay readability and communication
  • Directed visuals alongside the 3D artist and technical implementation

Playtesting, Iteration & QA

  • Planned internal, external, client, and target-audience playtests
  • Tested full 8-player sessions with children and non-gamers
  • Analyzed behavior via observation, footage review, and heatmaps
  • Iterated levels, objectives, cooldowns, pacing, and balance

Production & Collaboration

  • Collaborated with programmers and 3D artists across development
  • Coordinated systems, visuals, animations, multiplayer, and polish
  • Implemented gameplay logic and interaction fixes directly in Unity
  • Delivered stable builds for public events and client presentations

Full Case Study

Super Hacka Kids Case Study

Core Loop

  1. Spawn
  2. Recharge
  3. Select objective
  4. Navigate & assess
  5. Engage
  6. Outcome

Every run begins at the team base, the safest point on the map, where players recharge their water balloons and prepare for their next move. From there, the player chooses an objective. Collect a resource, support an ally, challenge an enemy, or pressure the enemy base and navigates toward it while assessing the situation. Reaching the objective creates an encounter where positioning, timing, and the resources being carried determine the outcome. Success provides a new advantage; failure can leave the player empty, exposed, or eliminated. If they survive, they immediately choose their next objective and continue the cycle. If they are eliminated, they respawn at base, recharge, and re-enter the loop.

Map Design

Feature Introduction

One mirrored map, ten landmarks

Top-down map with the landmark legend

Purpose

The map is mirror-symmetrical along one axis, with a dominant central objective and side routes that let a team rotate without crossing the middle.

Design Goal

  • Give every player a shared reference point they can name out loud
  • Make the centre worth fighting over and dangerous enough to leave
  • Offer at least two ways to reach any objective
  • Keep both bases out of each other's sightline

Key Areas

  1. 01 Core Layout & SymmetryStrategic Foundation & Structural Balance
  2. 02 Ground Flow and PathVisual Guidance, Tactics and Directions
  3. 03 Central TreePrimary Objective & Landmark
  4. 04 Orange Balloon Drop ZonePrimary Resource & Conflict Zone
  5. 05 Central WallsTactical Cover & Crossfire Creation
  6. 06 Giant RockMidfield Pressure & High-Ground Control
  7. 07 Sentinel PlateausVertical Influence & Vision Control
  8. 08 Healing Tree MountainsSustain Side Objectives
  9. 09 Tunnel NetworkRotation & Ambush Paths
  10. 10 BasesDefense, Recovery & Win Condition

Feature Breakdown

Wayfinding & Visual Guidance

01 Base SpawnFirst glance · Base Tree · Central Tree ahead
01

Base Spawn

Establish the visual hierarchy and teach the player where to go, what to focus on, and why to move forward.

From the spawn, the player reads the map in one glance. The Base Tree provides the resources needed to leave, while the Central Tree becomes the next major resource and point of conflict. Its position blocks the enemy area, encouraging the player to move forward and discover what lies beyond.

Focus

Prepare at the base before engaging.

Recharge at the Base Tree, then leave the base to pursue the main goal.

Visibility

The layout gradually reveals the battlefield, rewarding movement with more information and spatial awareness.

Risk & information

Leaving safety creates exposure, but moving deeper reveals enemy positions, routes, and opportunities.

Objectives

Primary

Base Tree

A highly visible resource point that teaches players to recharge before leaving the base.

Next Objective

Central Tree

The next major resource and point of conflict, attracting players with combat and resources.

Secondary

Healing Trees

Optional resources that pull players deeper while revealing more of the battlefield.

Supporting

Straw Routes

Ground-level tunnels that guide players toward Healing Trees or deeper enemy territory.

02 Below Central TreeWide battlefield · Lateral routes · Enemy base in view
02

Below Central Tree

Connect the main resource to combat and reveal the path toward the enemy base.

Below the Central Tree, players enter a wide battlefield where resources and enemies share the same space. Lateral routes create multiple sightlines, letting players track enemy movement while repositioning around the area. The enemy base becomes visible beyond the Central Tree.

Focus

Secure the resource before the push.

Collect the Orange Balloons, then follow the visual link toward the enemy base.

Visibility

The open circular space rewards lateral movement with different angles on enemies and surrounding routes.

Risk & information

Staying mobile reveals enemy movement, but the open battlefield leaves players exposed from multiple directions.

Objectives

Primary

Orange Balloons

The main resource beneath the Central Tree and the reason players are drawn into the area.

Next Objective

Enemy Base

Becomes visible beyond the Central Tree, connecting the resource to the next major goal.

Secondary

Enemies

Players can track, engage, and defeat opponents competing for the same resources.

Supporting

Lateral Routes

Routes around the battlefield provide new angles for tracking enemies and repositioning.

03 Straw TunnelsNarrow view · Controlled sightlines · Commitment
03

Straw Tunnels

Use constrained visibility to guide movement and create deliberate discoveries.

The Straw Tunnels narrow the player's view, reducing peripheral information and focusing attention ahead. Each tunnel connects a different part of the battlefield while creating controlled sightlines into other routes and objectives. Players must commit to the path before reaching the exposed space beyond.

Focus

Let the tunnel lead you to the goal.

The tunnel directs attention forward, turning movement into discoveries.

Visibility

Limited visibility hides the surrounding battlefield, making tunnel openings and distant landmarks more impactful.

Risk & information

Tunnels offer protected sightlines, but players can encounter opponents inside and emerge into exposed areas.

Objectives

Primary

Team Tunnel

Leads toward the Central Tree and Healing Tree with a strong read of the surrounding area.

Next Objective

Neutral Tunnel

Connects the central area to the enemy side, revealing enemy movement and nearby routes.

Secondary

Enemy Tunnel

Provides a direct view toward the enemy base while creating a deeper, riskier approach.

Supporting

Tunnel Sightlines

Openings and external viewpoints let players check for movement before committing to a route.

04 Healing Tree MountainBroad view · Both sides · Enemy tracking
04

Healing Tree Mountain

Reward exploration with a broader view of the battlefield and stronger spatial awareness.

From the Healing Tree Mountain, players gain a broad view across both sides of the battlefield. The Central Tree, bases, resources, routes, and tunnel exits become easier to read as connected spaces. The open position also makes enemy movement easier to track despite the exposure.

Focus

See the bigger picture.

The Healing Tree rewards exploration by showing how objectives connect.

Visibility

The elevated position reveals both bases and lets players monitor movement across the battlefield.

Risk & information

The broad view provides valuable information, but the open terrain makes players easier to spot and target.

Objectives

Primary

Healing Tree

Provides resources while rewarding players with a broader understanding of the battlefield.

Next Objective

Enemy Base

Its position becomes easier to read from above, clarifying enemy territory and possible approaches.

Secondary

Central Tree

The elevated view helps players analyze the battlefield and judge when to engage.

Supporting

Map Routes

Visible routes and tunnel exits help players detect enemies entering their side.

Feature Breakdown

Map and Structure

01 Core Layout & SymmetryMirrored bases · Mirrored resources · Shared baseline
Diagram of the map symmetry axes
01

Core Layout & Symmetry

Strategic Foundation & Structural Balance

I designed the map as a symmetrical battlefield with mirrored bases, resources, and landmarks. This structure establishes immediate readability and a shared spatial baseline, allowing positioning, timing, coordination, and strategy to define how each match unfolds.

Function

Give both teams a fair, readable field where strategy decides matches

Design Approach

Decisions made:

  • Enforce strict symmetry along one axis to remove terrain-based advantage
  • Distribute space across the map so pressure never collapses into one area
  • Establish a clear spatial hierarchy that shows how important each area is
  • Align bases, resources and landmarks to support every win condition

Player Impact

Allowed players to...

  • Read the battlefield quickly and identify the priority areas of each match
  • Choose how to engage based on who controls the space and on the timing
  • Create advantage through rotation, coordination and positioning alone
  • Commit, disengage or reposition based on what the map shows right now
02 Ground Flow and PathGround shapes · Textures · Markings · No UI
Painted ground paths guiding movement
02

Ground Flow and Path

Visual Guidance, Tactics and Directions

Environmental ground shapes, textures, markings, and terrain flow that subtly guide player movement across the map. These cues communicate direction, importance, and connectivity without relying on UI, supporting natural navigation and decision-making, with a non conscious learning on game rotations and objective directions.

Function

Guide players around the map without UI, teaching rotations unnoticed

Design Approach

Decisions made:

  • Carve paths and terrain flow that lead naturally from bases to key objectives
  • Mark the ground to reinforce the spatial hierarchy and area importance
  • Use visual cues that suggest routes and options without enforcing one path
  • Teach the map structure through movement and interaction, with no UI

Player Impact

Allowed players to...

  • Read the intended routes and the direction of each objective at a glance
  • Choose whether to follow the guided paths or deliberately leave them
  • Adjust movement to the pressure, control and opportunities around them
  • Develop efficient routes and movement habits over time, without noticing it
03 Central TreeMap center · Blocks sightlines · Main reference
Top-down view of the central tree area
03

Central Tree

Primary Objective & Landmark

A giant, visually dominant tree placed at the center of the map. It divides the battlefield, blocks direct base-to-base sightlines, and serves as the primary spatial reference, shaping central control and engagement flow while drawing players toward key objectives.

Function

Anchor the map with a landmark that splits it and draws the fight in

Design Approach

Decisions made:

  • Place a giant tree at the center as a checkpoint tied to the main resource
  • Make the tree dominate the map visually through scale, color and contrast
  • Block the sightline between bases, forcing rotation and lateral movement
  • Structure engagement and positioning around a central area of influence

Player Impact

Allowed players to...

  • Orient quickly using a clear, shared landmark the whole team can name
  • Coordinate positioning and callouts around one central reference point
  • Engage around defined chokepoints and lateral pressure zones near the tree
  • Choose a direct approach, a side route or control of the surrounding space
04 Orange Balloon Drop ZoneHeavy spawns · Falling fruit · Central conflict
Top-down view with the central drop zone highlighted
04

Orange Balloon Drop Zone

Primary Resource & Conflict Zone

A central area beneath the Central Tree where Orange Balloons, the main game resource, spawn on the ground and fall from above like fruit. This space concentrates conflict around resource collection while exposing players to hazards and enemy pressure, making it the primary zone for strategic contention and control.

Function

Put the main resource where taking it means facing risk and conflict

Design Approach

Decisions made:

  • Concentrate the main resource under the Central Tree to drive the contest
  • Make the heavy balloons required for base damage and faster eliminations
  • Limit how many heavy balloons exist at once to enforce real risk and reward
  • Mix random and player-triggered drops to open room for creative tactics

Player Impact

Allowed players to...

  • Engage in high-risk fights to secure and manipulate the main resource
  • Trigger or disrupt the balloon drops to swing the fights happening below
  • Convert control of the resource into base damage or elimination pressure
  • Plan their positioning and timing around hazards, exposure and opportunity
05 Central WallsFour walls · Directional cover · Crossfire
Cardboard walls in the mid lane
05

Central Walls

Tactical Cover & Crossfire Creation

A set of four short wall structures positioned around the Central Tree. They provide directional cover in the center of the map and shape how players move, take fights, and reposition. Their placement defines how players enter and circulate through the central space.

Function

Shape how players enter, fight and move through the map's center

Design Approach

Decisions made:

  • Place four short walls in a cross around the tree, creating diagonal entries
  • Orient the walls to block specific angles and steer movement around them
  • Create crossfire pressure from multiple directions inside the central space
  • Prevent static defense while still supporting quick tactical decisions

Player Impact

Allowed players to...

  • Use cover briefly to survive pressure or reset positioning in central fights
  • Reposition often to avoid being flanked as angles and threats keep shifting
  • Read enemy angles and anticipate crossfire entering or leaving the center
  • Choose their movement paths and timing instead of holding static positions
06 Giant RockBase to center · Split paths · High ground
Large rock formation at midfield
06

Giant Rock

Midfield Pressure & High-Ground Control

A large elevated rock formation positioned between each base and the center of the map. It divides ground-level movement, blocks direct base pressure, and offers a powerful vantage point that balances visibility, control, and exposure.

Function

Balance vision and control against exposure between base and center

Design Approach

Decisions made:

  • Place a giant rock between each base and the center to divide movement
  • Elevate the rock to give broad visibility across several areas of the map
  • Design it as defensive and offensive space that enables pressure when held
  • Leave it open to be contested or climbed, so no team dominates it safely

Player Impact

Allowed players to...

  • Trade safety for visibility by taking the elevated position over the field
  • Support teammates and watch several areas from a central vantage point
  • Control the tempo through positioning rather than chasing eliminations
  • Weigh the risk of exposure when holding or contesting the high ground
07 Sentinel PlateausElevated · Vision control · Tunnel overwatch
Elevated plateaus overlooking the map
07

Sentinel Plateaus

Vertical Influence & Vision Control

Elevated central-lateral positions overlooking key areas of the map. They provide controlled vision, stable high-ground and indirect influence over objectives, central fights and side movements on the tunnels, shaping how teams apply pressure, vision and coordinate without becoming dominant hold points.

Function

Give teams vision and side pressure without a spot that dominates all

Design Approach

Decisions made:

  • Flank the Giant Rock with plateaus that influence objectives indirectly
  • Elevate them to give vision over key positions, routes and tunnel exits
  • Leave them exposed on purpose to prevent lasting control or passive play
  • Give them vision but no resource, rewarding awareness and coordination

Player Impact

Allowed players to...

  • Apply lateral pressure on the center without committing to the front line
  • Support teammates across several objectives from elevated positions
  • Spot enemy movement, track tunnel rotations and relay it to the team
  • Control space and tempo, with openings to pick off some eliminations
08 Healing Tree MountainsSide lanes · Base healing · Comeback pressure
Healing trees on the side mountains
08

Healing Tree Mountains

Sustain Side Objectives

Elevated side areas containing Healing Trees that restore the team's base. These objectives incentivize map distribution and exploration by offering delayed recovery away from the center, influencing match duration, comeback potential, and win-condition pressure.

Function

Spread teams across the map, trading time at the center for recovery

Design Approach

Decisions made:

  • Place Healing Trees on raised side areas to make recovery contestable
  • Use fragmented cover and several access points to prevent a safe hold
  • Make recovery indirect, asking for follow-through instead of instant results
  • Pull exploration and side control away from an over-centralized center

Player Impact

Allowed players to...

  • Extend matches and stage comebacks by restoring their Team Base Tree
  • Decide when to leave the center and invest time in delayed recovery
  • Create secondary skirmishes on the sides that split enemy attention
  • Trade immediate pressure for long-term survival and alternate win paths
09 Tunnel NetworkOuter edges · Fast rotation · Flanks · Exposed exits
Tunnel entrances connecting lanes
09

Tunnel Network

Rotation & Ambush Paths

A network of indirect movement paths along the outer edges of the map. These tunnels connect bases, side objectives, and recovery areas, enabling fast rotation, flanking, and surprise, with exposed exits that influence positioning, awareness, and enemy coverage.

Function

Open fast, hidden routes for flanks and surprise at a visible exit

Design Approach

Decisions made:

  • Run tunnels along the map edges to move indirectly between objectives
  • Connect bases, Healing Tree Mountains and side areas for flexible routing
  • Keep traversal concealed and the exits exposed to shape risk and timing
  • Balance the exits with elevated positions that can observe and contest them

Player Impact

Allowed players to...

  • Rotate unseen to bypass the central pressure and reposition quickly
  • Execute ambushes or flanks on the enemy through concealed approaches
  • Shift momentum with successful tunnel breaches and coordinated pushes
  • Punish enemy neglect by delivering high-impact pressure on objectives
10 BasesTeam Base Tree · Balloon recharge · Win condition
Team base with ammo station
10

Bases

Defense, Recovery & Win Condition

Elevated team strongholds anchored by the Team Base Tree. Bases define territorial ownership, provide structured recovery options, balloon recharge, and stronghold for teams and serve as the primary win condition through base health and destruction.

Function

Give each team a home to defend, recover at and win the match from

Design Approach

Decisions made:

  • Place each base on elevated ground for clear ownership and visibility
  • Build the base around the Team Base Tree as one readable win condition
  • Add controlled recovery tools that support resets and reorganization
  • Structure the base to reward proactive defense over permanent defense

Player Impact

Allowed players to...

  • Choose when to retreat to stabilize or remain in the contested space
  • Reset strategically at the base instead of getting soaked over and over
  • Defend the Team Base Tree from threats and from enemy-held landmarks
  • Balance defending the base with keeping pressure elsewhere on the map
01 From first pass to final layoutMap evolution

Map evolution

From first pass to final layout

First passFinal

The map evolved through repeated playtests and design iterations, using player behavior to find problems with readability, pacing, positioning and objective flow. Findings from each test led not only to layout changes, but also to new mechanics built to solve specific problems, from guiding players toward important areas to creating stronger reasons to move, contest and engage.

08 Playtests

Sessions used to validate navigation, pacing and readability.

12 Iterations

Major layout passes shaped by player behavior and observed friction.

04 Changes

New mechanics and spatial solutions for recurring problems.

The result

A more readable map with clearer routes, stronger points of interest and mechanics that actively guide player movement, attention and conflict.

Impact

How the map shapes player experience

  • Orientation

    The map gives players a constant sense of place. Major landmarks, terrain flow and sightlines make the battlefield readable while moving, so attention stays on the match instead of navigation.

  • Tension

    Important resources are deliberately placed where players can be seen and contested. Moving toward an advantage therefore creates exposure, making every push carry a visible risk.

  • Agency

    The map rarely forces a single solution. Alternate routes, tunnels, high ground and lateral spaces let players respond to pressure by changing their approach, rotating, flanking or disengaging.

  • Commitment

    Moving deeper into the battlefield gradually increases exposure and potential reward. Players must decide how far to commit before safety, information and control begin to give way to risk.

  • Recovery

    Losing control does not immediately mean losing the match. Side recovery objectives give teams a way to stabilize or rebuild pressure, but taking them costs time and gives up presence elsewhere.

  • Mastery

    The map teaches its own logic through repeated play. Players learn which landmarks matter, where threats come from, how routes connect and when space matters more than an elimination.

Resource System

Feature Introduction

Resource System & One Toolkit

Four HUD stages, from the first wireframe to the shipped inventory

Every player has access to the same tools for combat, recovery and objectives. Instead of abilities per character, the game offers a set of abilities made of water balloons. Standard is for pressure, Healing for recovery and Heavy for objectives.

These balloons live in a Dynamic Inventory, which sets what players carry, how much they hold and when they must swap one for another. They are spread across the map as physical objectives to find, collect and bring into play.

The system adds meaningful choices without character complexity. Through availability, inventory limits and passes, players decide which tool they need, when to use it and how to supply the team. Within those limits and the balloons at hand, players create their own ways to play, and this is where the emergent roles are born.

Design Principles

  • Create equality with one simple mechanic, where every player picks up a balloon and throws it, with nothing to learn before playing and no class to choose
  • Give each resource type its own scarcity, risk and priority, shaping how fights unfold and when a team must commit to a push or fall back and reset
  • Tie the inventory to the balloon held, so every pickup is a trade between six small hits of steady pressure and three heavy ones that change the fight
  • Make power spikes a conscious decision, so standard balloons help players reach the heavy ones, never brute-force fights with endless ammo

Feature Breakdown

The three balloons, in detail

01 Standard Water BalloonBlue · Small · Fast · Low damage · Core
01

Standard Water Balloon

The reliable tool every player carries

Small, fast-throwing water balloons that every player carries by default and uses in most engagements, with a limited capacity that has to be replenished at the base. Their speed and readability support frequent exchanges, and they set the baseline tempo of player-to-player interaction through the whole match.

Function

Set the steady tempo of every exchange between players in a match

Availability & Refill

How it is obtained and replenished

  • Recharged only at the Team Base Tree
  • Hold the interaction input to refill
  • Balloons refill individually over time
  • Six-balloon maximum carry capacity

Combat & Interaction

How it behaves in combat

  • Small, fast projectile with low damage
  • Applies one level of Wetness per hit
  • A light stun reinforces hit feedback
  • Multiple hits needed to fully soak a player

Design Intent

Why it was designed this way

  • Give every player a reliable core tool
  • Make accuracy matter over burst damage
  • Enable teamwork through follow-up hits
  • Keep duels readable and counterable
02 Heavy Water BalloonOrange · Large · Slow · High damage · Main resource
02

Heavy Water Balloon

The scarce prize that decides a fight

Large, high-impact balloons that appear as oversized fruit growing from the Central Tree or falling onto the battlefield. Their size, colour and movement make them impossible to miss, signalling danger, scarcity and high commitment whenever they appear. Only a few exist at once, so each one is worth contesting.

Function

Give the match a scarce, decisive prize worth contesting as a team

Availability & Refill

How it is obtained and replenished

  • A limited number wait at match start
  • More periodically fall from the Central Tree
  • A new one appears when one is picked up
  • Stay as physical objects on the battlefield

Combat & Interaction

How it behaves in combat

  • Large, slow projectile with high impact
  • Soaks and eliminates a player in one hit
  • The only way to damage a Team Base Tree
  • Can be dropped onto players from above

Design Intent

Why it was designed this way

  • Create a scarce, high-value resource
  • Pull player attention to the central area
  • Make possession visible at a glance
  • Give teams decisive power to fight over
03 Healing BalloonPurple · Small · Fast · Base healing · Situational
03

Healing Balloon

The side trip that keeps the base alive

Small balloons generated by the Healing Trees along the side lanes, appearing at fixed intervals. They work as a base recovery option. Thrown at your Team Base Tree, they heal it, creating the moment where a team decides whether to rotate, defend, or keep applying pressure. Reaching them means leaving the center for a while.

Function

Pull teams away from the center to heal and defend their own base

Availability & Refill

How it is obtained and replenished

  • Grown by Healing Trees in the side lanes
  • The trees spawn balloons at fixed intervals
  • They fill the player's six-slot inventory
  • Available until collected or replaced

Combat & Interaction

How it behaves in combat

  • Thrown at your Team Base Tree, it heals it
  • Hits enemies like a standard balloon
  • Small, fast projectile with low damage
  • Timed supply for fights outside the base

Design Intent

Why it was designed this way

  • Sustain fights without a full retreat
  • Let teams recover while still fighting
  • Turn side lanes into sustained pressure
  • Make healing serve pushes and comebacks

Feature Breakdown

The dynamic inventory, in detail

01 Dynamic InventoryControlling Combat Flow Through Limited Ammo

Dynamic Inventory

Controlling Combat Flow Through Limited Ammo

The inventory shows the player's available ammo at a glance and limits how long they stay effective in the field. Its small capacity turns every shot into a decision about when to commit, when to reposition, when to work with a teammate and when to fall back and gather new resources for the next fight.

Function

Turn every shot into a decision about when to commit or fall back

Design Approach

Decisions made:

  • Show the inventory capacity at all times, so combat potential stays visible
  • Give Standard and Healing six slots, and the more lethal Heavy only three
  • Clear the whole inventory when a balloon of the other size enters it
  • Make Heavy the only balloon that hits the base, and give it fewer slots

Player Impact

Allowed players to...

  • Treat every throw as a decision and cover each other's misses as a team
  • Keep rotating toward new resources as their ammo runs out in the field
  • Pass the right tool to the right teammate, since each holds one balloon size
  • Go all-in knowing it can leave them empty-handed in enemy territory

Behind the Feature

How the balloons and the inventory were built

01 Balloon SetOne projectile · Tuning table · Map sources · Color code

Goal

Three roles out of one throw

  • Cover pressure, objectives and recovery with one throw anyone can learn
  • Give every player the same tools from the first second, with no class to pick
  • Make each balloon matter at a different moment and in a different place

Constraints

One input, three roles, readable in a brawl

  • Use the same throw input for all three balloons, with nothing new to learn
  • Tell the three balloons apart at a glance in the middle of a crowded fight
  • Keep a Heavy that soaks in one hit scarce enough for every fight to stay fair

Process

  1. One projectile One throwable balloon with its speed, size, damage and refill exposed as tunable values, so every balloon type is a set of values on the same object and throw, tuned in one table.
  2. A tuning table Standard is small and fast, one level of wetness per hit. Heavy is large and slow, soaks in one hit and is the only damage to a base. Healing heals the base.
  3. A source for each Standard refills over time at the Base Tree, Heavy falls from the Central Tree and respawns when taken, and Healing grows on the side trees at fixed intervals.
  4. Color and size code Blue and small, orange and oversized like fruit, purple and small, tested in crowded fights so possession reads across the map and a Heavy carrier is a clear threat to the other team.

The decision that made it work

Make scarcity a place on the map

Each balloon has its own source, so choosing a type means going somewhere on the map. The Heavy pulls the fights to the center, and the Healing pulls teams away from it and out to the side lanes to defend the base.

Result

One action that carries three roles

Players learned a single throw and got pressure, objectives and recovery out of it, while the place where each balloon grows decided where the fights of every match would happen and when teams would rotate between them.

02 Dynamic InventorySlot cap by size · Swap clears · Visible ammo · Passes

Goal

Turn ammo into a decision

  • Stop endless ammo from replacing the decisions players make in every fight
  • Limit how long a player stays effective in the field before going for more
  • Make every throw and every pickup a real choice for the player and the team

Constraints

Readable mid-fight and fair for both sizes

  • Keep the ammo count readable at any moment, even in the middle of a fight
  • Apply one rule to every balloon, the small ones and the heavy ones alike
  • Keep both loadouts worth carrying, so neither size becomes the only answer

Process

  1. Carry capped by size Six slots for Standard and Healing and three for Heavy, one capacity per balloon size, so the most lethal balloon is also the first one a player runs out of in the middle of a push.
  2. A size swap clears On pickup the inventory checks the size of the balloon, and one of the other size empties it, so a player holds one size at a time and every pickup is a trade.
  3. Capacity on screen The HUD shows the slots at all times, iterated from the first draft to the shipped version, so players see how many throws are left before committing to a push.
  4. Slots against soak time I compared six light hits and three one-hit soaks by the time each loadout takes to soak a player in a fight, and tuned the slots until both sizes were worth carrying.

The decision that made it work

One balloon size per player

Holding one size at a time means no player can do everything alone. Passing the right balloon to the right teammate, with a single hit, becomes the way a team supplies itself and keeps every player in the fight longer.

Result

Ammo became a team resource

Running out of ammo sent players rotating toward new resources, and passes carried the right tool to the right teammate. That shared supply is where the emergent roles of the game began to appear in playtests.

Design Iterations

01 Balloon PassPass by hit · Team supply · No lost progress

01 Balloon Pass

A player holding an orange heavy balloon, the inventory showing two heavy balloons

Problem

Recharge trips were repetitive, and getting soaked lost every balloon

Returning to recharge felt repetitive and slowed match flow. Getting soaked also caused a total loss of resources, making it overly punishing. The design also aimed for more direct cooperation and support for all archetypes.

Cause

Resources were tied to individual players with no way to transfer them

Resources were bound to individuals and recharge systems were tied to the base, leaving no way for direct transfer of resources and player cooperation.

Solution

Let players pass balloons to an ally by hitting them with one

Let players transfer resources by throwing a balloon at an ally, as long as the ally has room for it in the inventory, so resources can move across the team.

  • Let each successful hit on an ally pass one balloon, if they have space
  • Switch the ally's inventory to the type of balloon it receives from a pass
  • Make a pass work as a normal shot, with the target defining the system effect

Result

Solo fights became team play, and aggressive play kept progress

Resource flow went from an individual task to a shared team dynamic, changing how players committed to fights and managed progress, with less disengagement, more map activity and less back-and-forth.

  • High-risk plays rose, passing resources before getting soaked
  • Co-op tactics grew around positioning, progress and preservation
  • Central fights gained depth, as progress could be kept or redirected
02 Wet/Dry SystemWet states · No health bar · Temporary failure

02 Wet/Dry System

Players on the respawn pads at the team base

Problem

The game needed a clear failure state without violence or health bars

The game required a clear failure state with no violence or traditional health systems, while still keeping readable feedback, pacing, and tension during matches, as a core client requirement aligned with the UN SDGs.

Cause

Health systems frame failure as harm, which is not kid-friendly

HP systems are not kid-friendly, framing failure as bad and discouraging first-time players through downtime and negative feedback.

Solution

Turn failure into a temporary state instead of removing the player

Reframe failure as a temporary state transition instead of player removal, using wetness accumulation as the core combat feedback loop.

  • Represent damage as wetness that accumulates, instead of a loss of health
  • Use material changes and visual effects to signal risk and wetness level
  • Make lockout engaging by absorbing time into respawn and drying animation

Result

Kid-friendly, readable failure that punished without breaking flow

The Wet/Dry system reframed failure as a progressive visual state within the game world, aided by clear visual cues that indicate player condition, preserving immersion, fantasy, pacing, and player agency.

  • Approved by the client as a non-violent, kid-friendly failure loop
  • Wetness made danger readable; getting soaked became a choice
  • Drying animations made the lockout playful, engaging and immersive
03 Short Map Variant2v2 · Fewer players · Shorter matches

03 Short Map Variant

Top-down map with every painted ground route highlighted

Problem

The event could have fewer than 8 players and need shorter matches

The live event could bring player counts below the original 4v4 target. On the full-scale map, lower player density reduced combat frequency, and the event might also need shorter matches to rotate players efficiently.

Cause

The map scale assumed a minimum player density and match length

The original map scale assumed a minimum player density and match length. Fewer players create empty spaces, slower pacing and diluted objectives.

Solution

A shorter 2v2 variant of the map, chosen before the match starts

Design a shorter map variant using the same rules and systems as the main map, optimized for reduced scale and faster engagement, and selectable before each match.

  • Shorten the main axis, bringing bases, objectives and landmarks closer
  • Concentrate players on a smaller map to raise how often encounters happen
  • Align the spacing of objectives to keep player contact and flow steady

Result

Flow and systems held with fewer players and shorter matches

The shorter map reduced scale and distance while keeping objectives, landmarks, and interactions functionally intact, so 2v2 and even 1v1 matches stayed readable and engaging.

  • Encounters grew as traversal and combat spaces were compressed
  • Downtime and empty rotations dropped at low player density
  • Combat, objectives and core systems stayed, with no new rules
04 Healing Tree PositionHealing on the sides · Side lanes · Rotation

04 Healing Tree Position

Healing trees on the side mountains

Problem

Players moved almost only through the center, ignoring side lanes

Playtests showed players moving almost exclusively through the center of the map, ignoring side lanes and alternative paths. This caused repetitive engagements and reduced strategic use of the full map space.

Cause

The strongest resources and objectives were all in the center

The strongest resources and objectives were centralized, encouraging direct confrontation and discouraging exploration.

Solution

Move healing out of the center and into the side areas

Deliberately reposition healing away from central objectives and anchor it into side areas of the map as a recurring, contestable resource.

  • Place one Healing Tree in each side area, separate from main objectives
  • Generate healing balloons periodically, on a fixed interval at each tree
  • Make healing balloons function identically to the standard water balloons

Result

Side lanes became combat spaces, with more rotation variety

Introducing Healing Trees shifted player movement away from the center and redistributed combat across the map. Side areas added strategic diversity without removing the importance of central objectives.

  • New conflict zones emerged around healing and adjacent paths
  • Players learned new paths, tunnels and routes into enemy territory
  • Center fights grew fewer and slower, and flanks opened engagements
05 Jetpack PickupPickup · Timed flight · Mobility spike

05 Jetpack Pickup

A player with the jetpack flying toward the central tree, heavy balloons in the inventory

Problem

Play risked turning predictable; the character's jetpack did nothing

Even with strong map incentives, exploration and engagement risked turning predictable over time, as the developers' internal tests also showed. The astronaut fantasy included a jetpack, but no mechanic expressed it in play.

Cause

Movement was consistent and readable, but lacked volatility

Movement options were consistent and readable, but lacked the volatility and spatial freedom to break patterns and refresh player decisions.

Solution

A jetpack pickup that grants flight for a limited time

Introduce a jetpack as a pickup that grants full aerial movement for a limited duration, controlled by a fuel resource to preserve balance and risk.

  • Spawn jetpacks at predefined random spots, encouraging an active search
  • Weight the randomness to balance central spots against base proximity
  • Let a picked-up jetpack grant free flight anywhere within the arena bounds

Result

Exploration and combat gained sudden, short mobility spikes

Aerial freedom arrived as a scarce, time-limited state, creating temporary mobility spikes that encouraged active map exploration and opportunistic decision-making, and brought the character fantasy into play.

  • Hunting pickups widened play into aerial and peripheral spaces
  • Short mobility advantages created unexpected risk-reward moments
  • New flanking, scouting and pressure patterns emerged across the map
06 Helicopter JumpControlled descent · Air control · High terrain

06 Helicopter Jump

The character model flying with the jetpack

Problem

No way to cross between the high terrains of the map

The map featured verticality and separated platforms, but players lacked expressive tools to cross between the high terrains. The helicopter the client wanted in the game became the chance to give that crossing a mechanic.

Cause

Height changes were binary, locking players in place

Vertical spaces were strategically relevant, but elevation changes were treated as binary states, limiting player agency and locking player positioning.

Solution

A controlled descent that gives partial control in the air

Introduce a controlled descent mechanic that grants players partial aerial control, enabling vertical repositioning while preserving vulnerability.

  • Slow the descent for as long as the jump button is held, ending it on release
  • Tune the descent speed to the medium distance between gaps and platforms
  • Keep movement in the air slower, raising the risk of repositioning mid-air

Result

The air became a strategic combat layer with risk-reward moves

Verticality shifted from a static map feature into an active decision space, letting players reposition, flank or escape mid-combat, as landmarks became part of every decision made in the middle of a fight.

  • Players weighed safety versus positioning when engaging from above
  • Flanks and escapes opened across platforms, without free mobility
  • The helicopter visual element became mechanically meaningful

Emergent Roles

Feature Introduction

Roles the players invented

During playtests, and on the event day itself, players consistently organized into distinct roles without classes or prompts. These roles were identified and clustered by analyzing proximity of behaviour, functional impact on the match, and how different player archetypes occupied and moved through the game space. The analysis was used as a balancing reference, making sure no emergent role became dominant while the flexibility that created them stayed intact. The result shows how players, even with no prior knowledge, naturally combined systems to create structured play inside a flexible digital playground.

How the roles were divided

  • Players doing the same thing in the same way, across many rounds
  • A clear function, a visible effect of that behaviour on the match
  • A use of space, where the archetype stood and how it moved
  • Repetition across sessions, with more than one player doing it
  • An influence the other team had to answer in some way
  • A name the rest of the team could use without explaining it

Emergent Patterns

Six ways of playing

Feeder

Base Support & Defense

Players who stayed near the base to manage ammo flow.

Core Behaviour

  • Recharged ammo and passed it to allies
  • Covered the base while the team pushed

Sub-playstyles

  • Guardian base defense and tunnel watch
  • Supplier runs resources to the front line

Emerged from Equal ammo, balloon pass, base as a win condition.

Sentinel

Vision & Area Denial

Players who held the plateaus and traded action for information.

Core Behaviour

  • Occupied high ground to watch rotations
  • Called enemy movement before it arrived

Sub-playstyles

  • Watcher pure information, rarely engages
  • Sniper uses height for long throws inside

Emerged from High plateaus with sight and scoutable tunnel mouths

Carrier

Resource Logistics

Players who specialised in moving heavy balloons out of the contested centre.

Core Behaviour

  • Grabbed heavy balloons and passed them
  • Avoided fights while holding value

Sub-playstyles

  • Runner fast extraction through tunnels
  • Broker holds outside the fight and passes

Emerged from Inventory limits and passing resources to an ally.

Fighter

Front Line Pressure

Players who lived at the centre and spent resources as fast as they got them.

Core Behaviour

  • Contested the drop zone directly
  • Used cover pockets to sustain pressure

Sub-playstyles

  • Duelist one-on-one trades in the pockets
  • Anchor holds one pocket and never yields

Emerged from Crossfire pockets, and wetness keeping losers in.

Breacher

Base Assault

Players who ignored the players and went for the second win condition.

Core Behaviour

  • Pushed the enemy base while teams fought
  • Coordinated rotations through the tunnels

Sub-playstyles

  • Flanker solo tunnel pressure on defenders
  • Demolition stacks heavies for one push

Emerged from Destructible bases, and tunnels around the centre.

Jetpack Opportunist

Aerial Disruption

Players who built their round around a pickup nobody was guaranteed to get.

Core Behaviour

  • Tracked jetpack respawns
  • Used altitude to enter unwatched angles

Sub-playstyles

  • Diver drops directly into the drop zone
  • Skipper uses the air to cross the map fast

Emerged from Temporary jetpack and controlled descent.

Development

Development

Design Process & Early Prototypes

The central tree from the old model to the final side and top views

Central tree: development

Old model, texturing, scale check and the final tree.

Conclusion

Conclusion

A smiling child with headphones playing Super Hacka Kids at the event
A child at the computer as a Super Hacka Kids match ends on the victory screen

Design Conclusions

This was the first project where the whole design was mine, from systems and map to playtests and hands-on implementation, in about a month. It was also where I started leading, defining tasks, organizing playtests and QA, and aligning programming, art and the client through tradeoff decisions.

Seeing kids play it at the event, many of them trying multiplayer for the first time, is still the part I remember most. Writing this case years later, I can see how much of the way I work today started here.

Design Takeaways

  • Leading changed how I design

    Directing the team meant every design call had a cost in someone's week. I learned to decide with the whole team in view, and to explain the tradeoff behind each call so everyone could build on it.

  • Real players outrank my assumptions

    The event brought feedback no internal test had produced. I collected it and studied it later as design material, and clarity, flow and accessibility became the first things I check in any system.

  • A foundation I still build on

    Observing players, adapting systems and turning feedback into decisions, the habits I rely on now as a designer, took shape in this month.

Store art showing the lava world of Bottle Flip Fever

Next project

Bottle Flip Fever

A physics bottle flip game where every landing is a party.