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Project 01 · 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

PlaceholderSuper Hacka Kids — key art16:10

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 on one shared screen
  • Non-violent, kid-friendly play
  • Shared resource system
  • Two win conditions, objective-driven matches
  • Simple and readable controls
  • Emergent roles and teamwork

My Role

Lead Game Designer

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

  • Game Design
  • Systems
  • Level Design
  • Visual Direction
  • UI/UX
  • Team Coordination
Full responsibilities
Read chapter 01
02

Core Loop

PlaceholderCore Loop diagram16:10

Respawn, position, contest objectives, adapt, repeat. There is no class-selection step: the role is chosen in the player's head, every respawn.

  • 7Steps in the loop
  • 0Class-selection steps
  • 1Choice made in the player's head
  • Seven steps, one of them invisible
  • Role choice changes mid-round
  • Feedback closes every cycle
Read chapter 02
03

Map Design

PlaceholderMap Overview16:10

A mirrored map with a dominant central objective and ten landmarks, each with a stated function. Symmetry keeps it fair; the landmarks keep it interesting.

  • 10Landmarks, each with a job
  • 1Dominant central objective
  • 2Routes to every objective
  • 2Mirrored bases
  • The best resource sits in the worst position
  • Two routes to everything that matters
  • Material and colour teach the rules
Read chapter 03
04

Characters & Roles

PlaceholderCharacter concepts16:10

One base character and no class system — and six distinct roles emerged anyway, named by the players themselves.

  • 1Base character
  • 0Classes
  • 6Roles that emerged in playtests
  • Feeder
  • Sentinel
  • Carrier
  • Fighter
Read chapter 04
05

Systems

PlaceholderDynamic Inventory16:10

A small, visible inventory where capacity is the decision, and three resources that everyone shares.

  • 3Shared balloon types
  • 1Visible, fixed-capacity inventory
  • 2Meanings of one throw: hit or pass
  • Dynamic inventory
  • Standard, heavy and healing balloons
  • Balloon pass: one verb, two meanings
Read chapter 05
06

Visuals & World

PlaceholderPlayground environment16:10

A world built out of what children build with. The visual language does design work: if the ground is painted, you can walk it.

  • 3Materials: cardboard, paint, crayon
  • 3Colours that carry function
  • 8Characters legible on one screen
  • Materials say what they do
  • Colour carries function
  • Silhouettes legible for eight players
Read chapter 06
07

Development

PlaceholderGreybox blockout16:10

The first playable existed before the art did. Distances, throw arcs and respawn timing were tuned in greybox.

  • 1Month from brief to event
  • 3People on the team
  • 2Map layouts: first pass and shipped
  • Sketches, then greybox
  • Layout iteration: rewards split between centre and sides
Read chapter 07
08

Playtesting

PlaceholderHeavy Water Balloon16:10

Every one of these changes came out of watching someone play, not out of a meeting.

  • 6Changes that came out of watching play
  • 8Players in client sessions
  • 0Tutorial screens — onboarding by observation
  • Balloon Pass
  • Wetness
  • The Short Map
  • Repositioning the Healing
Read chapter 08
09

Results & Learnings

PlaceholderSuper Hacka Kids — key art16:10

Shipped in a month for a public event, and the systems proved generous enough that players did the designing.

  • 1Month to a live public event
  • 6Emergent roles, no class system
  • 8Players per client playtest
Read chapter 09

Media

The work, up close

Project gallery · 24

PlaceholderSuper Hacka Kids — key art16:10

Super Hacka Kids — key art

A colorful water-balloon MOBA for everyone.

Roles

Roles & Responsibilities

I led design on a three-person team, which means I owned the systems and stayed close enough to the build to change them.

Game Design

  • Core loop, from respawn to feedback
  • Objective structure and both win conditions
  • Resource economy: three resources, one shared toolset
  • Dynamic inventory and carrying capacity
  • Wetness as the non-violent failure state
  • Balloon pass as a cooperation mechanic
  • Jetpack pickup and controlled descent
  • Balancing across 4v4 and reduced player counts

Level Design

  • Map layout, symmetry axis and base placement
  • Ten landmarks, each with a stated function
  • Rotation routes and the tunnel network
  • Cover placement and crossfire pockets
  • Sightline control between bases
  • The short-map variant for smaller matches

Systems & Technical

  • System specification handed to a three-person team
  • Feedback and game feel, implemented with FEEL (More Mountains)
  • Unity scene setup and iteration in greybox
  • Balancing passes driven by playtest data

Visual Direction

  • The DIY playground identity: cardboard, paint, crayon
  • Colour as a functional language for resources
  • Silhouette rules to keep eight characters legible
  • Environment art direction and material logic

UI/UX

  • On-character inventory readability instead of HUD dependence
  • State communication for wetness
  • Controls simple enough to explain in one sentence
  • Onboarding by observation — no tutorial screen

Playtesting & Research

  • Client playtests with 8 players
  • Sessions with children who do not play games
  • Observation notes turned into system changes
  • Iteration log tied to specific design problems

Production & Coordination

  • One-month scope defended against feature creep
  • Task coordination across design, art and development
  • Build readiness for a live public event
  • Communication of design intent to non-designers

What I did

  • Defined the game vision and the target experience, and held them through a one-month scope
  • Designed the core loop, from respawn to objective contest to feedback
  • Designed the shared resource system that turned ammo into a team decision
  • Designed the map, its symmetry, its landmarks and its rotation paths
  • Designed the objective structure and both win conditions
  • Directed the visual identity so the playground reads instantly as handmade
  • Specified feedback and game feel, implemented with FEEL
  • Ran playtests with clients, teammates and children, and rewrote systems from what they did
  • Coordinated the team across design, art and development

Full Case Study

9 chapters

Overview

The target feeling was a water-balloon fight in a backyard: loud, fast, and nobody gets hurt.

Design Brief

Design Problem

PlaceholderPlayground environment16:9

The brief asked for a competitive multiplayer game for a public event, playable by children, with no violence, on a single screen, ready in one month. Competitive games teach players through repetition and defeat; this one had to teach them in the thirty seconds a stranger would give it before walking away.

Constraints

  • One month, three people, one engine
  • No violence — the failure state could not be death
  • Local 4v4 on a single shared screen
  • Players from four years old to adults, most of them non-gamers
  • No tutorial: the event had no time for one
  • A controller layout simple enough to be explained in one sentence

Design Goal

Design Goal & Player Experience

I wanted a MOBA that a child could understand by watching one round of it, and that an adult would still find deep enough to argue about afterwards. The target feeling was a water-balloon fight in a backyard: loud, fast, and nobody gets hurt.

Player Experience Pillars

  • Readable at a glance — position, threat and objective legible from across the room
  • Harmless stakes — losing a fight is a wet shirt, not a death
  • Everyone is the same — no classes, so nobody picks wrong
  • Depth from the map, not from the character sheet
  • Cooperation should feel like the smart play, not the nice one

Overview

Game Overview

A non-violent MOBA with local 4v4 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 the opposing players or by destroying their base. Because nobody has a special ability, everything that distinguishes one player from another comes from where they stand and what they carry.

Key Design Choices

  • One shared base character, so the interesting choice is positional, not pre-match
  • Ammo is a finite, shared, visible resource — scarcity is the pressure
  • Two win conditions, so a losing team always has a second plan
  • A symmetrical map with asymmetrical routes, so both teams read the same space differently
  • Getting wet is a state change, not a removal — failure keeps you in the round
  • Simple and readable controls: move, aim, throw, pick up

PlaceholderSuper Hacka Kids — key art4:3

Core Loop

The loop has no class-selection step by design. "Choose role" happens in the player's head, every single respawn, and it can change mid-round.

Core Loop

  1. 01 Respawn
  2. 02 Choose role
  3. 03 Position on map
  4. 04 Contest objectives & engage
  5. 05 Outcome & feedback
  6. 06 Adapt
  7. 07 Repeat

PlaceholderCore Loop diagram16:9

Map Design

Symmetry keeps the match fair; the landmarks keep it interesting.

Map Overview

Map Overview

PlaceholderMap Overview16:9

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. Symmetry keeps the match fair; the landmarks keep it interesting.

Design Goal

  • Give every player a shared reference point they can name out loud
  • Make the centre valuable enough to fight 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

Landmarks

Map Breakdown & Landmarks

What the map is actually doing

  • Orientation

    A dominant central landmark every player can name

  • Fairness

    Mirrored geometry, so outcomes are attributed to play

  • Pressure

    The best resource sits in the worst position

  • Choice

    At least two routes to everything that matters

  • Recovery

    Sustain exists, but only off the critical path

  • Teaching

    Material and colour explain the rules without text

Characters & Roles

There is no class system in this game. Every player controls the same character with the same three resources. These six roles appeared anyway, in playtests, and players named most of them themselves. This is the result I care most about: the systems were generous enough that the players did the designing.

Emergent Roles

Role 01

Feeder

Base Support & Defense

Players who stayed near the base to manage ammo flow.

Core Behaviour

  • Recharged ammo and distributed balloons to allies
  • Kept the base covered while the team pushed

Sub-playstyles

  • Guardian — prioritises base defense and tunnel monitoring
  • Supplier — runs resources out to the front line and returns

Emerged from: Shared ammo system, balloon pass mechanic, and the base being a win condition.

Role 02

Sentinel

Vision & Area Denial

Players who held the plateaus and traded action for information.

Core Behaviour

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

Sub-playstyles

  • Watcher — pure information, rarely engages
  • Sniper — uses the height for long throws into the drop zone

Emerged from: Sentinel Plateaus offering sight but no resource, plus tunnel mouths being scoutable.

Role 03

Carrier

Resource Logistics

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

Core Behaviour

  • Grabbed heavy resources and immediately passed or repositioned
  • Avoided fights while holding value

Sub-playstyles

  • Runner — fast extraction through the tunnels
  • Broker — holds position just outside the fight and redistributes

Emerged from: Inventory capacity limits and the ability to pass resources to an ally.

Role 04

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 — seeks one-on-one exchanges in the wall pockets
  • Anchor — holds a single pocket and refuses to yield it

Emerged from: Central Walls creating crossfire pockets, and wetness making losing a fight survivable.

Role 05

Breacher

Base Assault

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

Core Behaviour

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

Sub-playstyles

  • Flanker — solo tunnel pressure to force a defender home
  • Demolition — stacks heavy balloons for a single committed push

Emerged from: Destructible bases as an alternative win condition, plus tunnels bypassing the centre.

Role 06

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 contested space from an unwatched angle

Sub-playstyles

  • Diver — drops directly into the drop zone
  • Skipper — uses the air purely to cross the map faster

Emerged from: Temporary jetpack pickup and controlled descent giving the air real agency.

Systems

Nobody has an ability the others do not.

System

Dynamic Inventory

Core idea

Players carry a small, visible number of balloons, and different balloons occupy different amounts of that space.

Design goal

Make carrying a decision. If capacity were generous, players would hold one of everything and never choose.

How it works

Capacity is fixed and low. A heavy balloon costs more space than a standard one, so a full-power loadout means no sustain, and a safe loadout means no punch. Because the inventory is visible on the character, teammates can see what someone is carrying and act on it — which is what later made passing resources readable at all.

PlaceholderDynamic Inventory4:3

Resources

Resource System & Shared Toolset

Core idea

Everyone has access to the same three resources. Nobody has an ability the others do not.

Design goal

Push differentiation out of the character sheet and into behaviour, so players invent roles instead of picking them.

ResourceColourAttributesAvailability
Standard Water Balloon Blue Small · Fast · Low damage Baseline — refilled at base
Heavy Water Balloon Orange Large · Slow · High damage Main resource — central drop zone only
Healing Balloon Purple Small · Fast · Base healing Situational — lateral healing trees

Visuals & World

If the ground is painted, you can walk it, and nobody had to read that in a tooltip.

Visual Direction

World & Visual Identity

The whole world is built out of the things children build with. Cardboard walls, crayon lines on the ground, paint where a shortcut is. The visual language is doing design work: if the ground is painted, you can walk it, and nobody had to read that in a tooltip.

Visual Principles

  • Materials say what they do — cardboard blocks, paint guides, water marks
  • Color carries function: orange is the heavy resource, purple is healing, blue is baseline
  • Silhouettes stay simple so eight characters stay legible on one screen
  • Scale exaggerated toward toys, never toward realism

PlaceholderPlayground environment4:3

PlaceholderCharacter concepts4:3

Development

One month meant the first playable had to exist before the art did.

Process

Design Process & Early Prototypes

One month meant the first playable had to exist before the art did. Distances, throw arcs and respawn timing were all tuned in greybox, which is why the final map needed almost no spatial rework once it was dressed.

PlaceholderEarly sketches4:3

PlaceholderGreybox blockout4:3

PlaceholderCore Loop diagram4:3

Before / After

Level Layout Iteration

The first layout put every valuable thing in the middle. It played as one long stalemate at the centre, and whoever won it first won the round. Splitting the rewards — objective at the centre, sustain on the sides — is what turned a single fight into a map.

First pass

PlaceholderLayout — before4:3

Shipped layout

PlaceholderLayout — after4:3

Playtesting

Every one of these came out of watching someone play, not out of a meeting.

Iteration 01

Balloon Pass — Objective Control, Resource Flow & Cooperation

PlaceholderHeavy Water Balloon16:9

Observation

Play was repetitive, and dying was overly punishing.

Problem

Resources were bound to individuals, with no way to transfer them.

Change

Players transfer resources by shooting them at an ally, if the ally has space. A pass works as a normal shot, so the target defines the system effect — one verb, two meanings, nothing new to learn.

Result

  • Players started making high-risk plays, redirecting resources before dying
  • Cooperative strategies emerged around positioning and preservation
  • Central engagements gained depth, because progress could be sustained

Iteration 02

Wetness — Failure Without Death

Observation

A competitive game needed a failure state, and death was not available.

Problem

The brief forbade violence, but the first prototype still used a health bar that ran out.

Change

Being hit makes a character progressively wetter. Wetness is a visible state that degrades performance and eventually sends the player home to dry — a transition, not a removal. The state is legible on the character from across the room.

Result

  • The no-violence constraint was met without weakening competition
  • Losing a fight stopped removing players from the round
  • Children kept playing after losing, instead of putting the controller down

Iteration 03

The Short Map — Scaling Below Eight Players

PlaceholderMap Overview16:9

Observation

With fewer players, the map felt empty and rounds dragged.

Problem

Distances had been tuned for 4v4 traffic, which smaller matches never produced.

Change

A shortened variant of the same layout, with the lateral routes closed and the centre brought in. Same landmarks, same rules, less space — so nobody had to learn a second map.

Result

  • The game stayed playable when the event had four players instead of eight
  • Match pace held up instead of turning into two people walking
  • One layout covered the whole range of attendance

Iteration 04

Repositioning the Healing

PlaceholderHealing Tree Mountains16:9

Observation

Teams that held the centre could not be dislodged.

Problem

Healing sat in the middle, so the reward for winning the centre included the means to keep holding it.

Change

Healing moved out to the lateral mountains. Sustain still exists, but reaching it costs central presence — the two strongest things on the map are now in different places.

Result

  • Fights at the centre became decisive again
  • Healing became a choice to leave the fight, not a way to win it
  • Lateral routes gained a reason to exist

Iteration 05

Jetpack — Temporary Mobility

Observation

Map control settled into predictable ground routes.

Problem

Every approach was horizontal, so defenders only had to watch known entrances.

Change

A temporary jetpack pickup granting limited aerial movement. It is a pickup, not a loadout — anyone can get it, nobody keeps it, and it disappears when the round pressure resets.

Result

  • A third axis of play appeared without adding a class
  • Contested zones could be entered from above, briefly
  • Players who found the pickup invented a playstyle around it

Iteration 06

Controlled Descent

Observation

Players in the air had no agency over where they came down.

Problem

Falling used pure physics, so the jetpack gave altitude but took away control.

Change

Partial aerial control during descent. Enough influence to choose a landing, not enough to hover a fight out — the air is a route, not a position.

Result

  • Aerial play became a skill instead of a gamble
  • Landing position turned into a deliberate decision
  • The jetpack stopped feeling like a coin flip

Results & Learnings

I would rather ship a system I rewrote three times than a document I defended once.

Results

What it produced

  • Shipped in one month for a public event, where many players tried local multiplayer for the first time
  • Six distinct player roles emerged with no class system in the game
  • Held up in 8-player client playtests and with children who do not play games

Learnings

Conclusion & Design Takeaways

The constraint that looked hardest turned out to be the most useful one. Removing death forced me to design a failure state that keeps the player in the round, and wetness ended up being better for the game than health would have been — it is legible from across a room, it is funny, and it never takes anyone's turn away.

Depth did not need to come from characters. Six roles emerged out of one base character, three resources and a map with real geography. Every time I was tempted to add an ability, the honest fix was somewhere in the level or in the resource economy instead.

Almost every good decision in this project came from watching a stranger play. The balloon pass, the wetness state, the healing relocation and the short map were all written after a playtest, not before one. I would rather ship a system I rewrote three times than a document I defended once.

“Games are a way to turn ideas into feelings.”— Unir Reis

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