Fiona Gurnes

Recycle to Win

Game Designer | UX Designer

— PROJECT NAME

Recycle to Win


— ROLE

Game Designer | UX Designer


— DATE

01/2019 – 08/2019

"8 months"

Recycle to Win is a mobile "serious game" designed to educate elementary school children about environmental sustainability and waste management. The project challenges players to master recycling across increasingly complex levels, starting with basic materials like paper and glass, and progressing to specialized categories such as hazardous waste, organic matter, and textiles.


The game focuses on cognitive development, using a path-building puzzle mechanic that scales in difficulty as the player learns. As the lead designer, I aimed to create an experience that was not only educational but also engaging enough to maintain the attention of a young audience through vibrant visual feedback and rewarding progression systems.


My Role & Responsibilities


  • - Target Research: Conducted in-depth research on the cognitive patterns of elementary school children to tailor the UI and mechanics to their developmental stage.

  • - UX/UI Design: Developed the full screen flow, from initial mood boards and flowcharts to high-fidelity wireframes and colorful mockups.

  • - Narrative & Character Design: Created a guide character to provide contextual help, reducing player anxiety and preventing friction during complex levels.

  • - Game & Level Design: Authored the puzzle logic and difficulty curves, ensuring a balanced introduction of new recycling categories.

  • - 2D Art Direction: Designed all icons, buttons, and environmental assets using rounded shapes and a high-contrast palette for maximum readability.




The Challenge:


Designing for Limited Mobile Real Estate


The primary technical challenge was managing the visual clutter on small mobile screens. As the number of waste materials and destination containers increased, the screen became too crowded to display multiple simultaneous paths without confusing the player.

The Solution: Iterative Path Mechanics


To solve this, I redesigned the core interaction:


  1. - Sequential Solving: I implemented a “reset and clear” mechanic where path pieces refresh after each successful material disposal.

  2. - Strategic Layering: This change evolved the game from a simple matching task into a strategic puzzle. Players now have to decide the order of disposal, as certain paths can block others if not planned correctly.

  3. - Result: This added a layer of depth that prevents monotony and keeps the “Flow” balanced between challenge and skill, ensuring the educational message remains effective and fun.


“Level”

Wireframe

“Level”

MockUp

Design Programs

- Docs drive


UX Programs

  • - Adobe XD
  • - Figma
  • - Visual Paradigm

Art Programs

  • - Adobe Illustrator
  • -Adobe Photoshop

Other Programs

- Trello