top of page
Episteme.png

E-Pisteme Space

Stem kit series developed by E-Pisteme (Salamanca, Spain).

About

In the summer of 2024 I had the opportunity to work again at E-Pisteme.Tech (Salamanca, Spain). The company was developing a new series of Stem Kits and they wanted a Game Designer to work on the educational App that customers would get when purchasing any of the Kits.

The objective of the Kits and the App is to feed the interest of children and students in different sciences. Specifically, E-Pisteme Space educates about astronomy through the use of interactive technologies.

The App is still in development, and will have different educational activities related to astronomy.

My contribution

  • Gamification structure design: I was in charge of the design of several Gamification proposals that increased the attractiveness of the App for users. During this first phase of the project I worked together with the Project Manager to refine the ideas, balancing the presence of game elements with that of educational elements.

  • UX Design: As Game Designer, I was in charge of most of the design of the App. This includes the User Experience: the structure of the App, menu navigation and format, etc. The objective was to design a structure that made sense with the different themes that will be covered in the different Kits that will be developed. We also wanted navigation through the menus to be an important part of the experience, so different proposals were made until we found an option that was striking and, at the same time, intuitive for the user.

  • Game Design: I was in charge of designing some of the activities that will be present in the App. We wanted to design simple activities, preferably, that could be reused with the different themes with few modifications. I focused mainly on designing activities that asked the user to interact in different ways with the device. The main reference was the different puzzles from the "Professor Layton" videogame saga. When working on these activities, on the one hand I designed how it would work mechanically: what must the user do to overcome the activity? How can you interact with it? On the other hand, I thought about what educational elements could be shown in each activity: Copernican heliocentrism, the eccentricity of the orbits of the planets, etc.

  • Documentation: The company would continue working on the project after I left, so it was important that I document all the design elements: menu navigation, the different activities, etc.

  • Level Design: Although I did not have time to design specific puzzles/scenarios for all the documented activities, I did get to think about and document them for a few.

  • Prototyping: I worked, together with the Main Programmer, on the prototyping of some of the documented activities. I had the opportunity to modify the parameters of these prototypes to verify that these activities actually met what we wanted.

Other details

  • Technologies used: Unity

  • Kickstarter campaign in development.

bottom of page