Case study 03 / Casual VR gaming

Encouraging sea exploration among children through gamification

A short VR and dome-based game that turns marine science into something kids want to beat their own high score at.

Role
UX designer
Client
OceanX Education
Duration
October '23 – January '24
Focus
User interviews · Narration · Storyboarding · UI & interaction design
A child and parent looking into the Dive & Discover dome simulation, showing the submersible's cockpit view of a coral reef, shown in a duotone treatment.
Inside the dome: players pilot a submersible across a Seychelles reef, surveying marine life as they go.

Challenge

OceanX has extensive program offerings to get youth engaged with sea exploration. As a forward-looking company, they also wanted to bring more virtual reality into that mix.

How might we inspire the next generation to appreciate and pursue marine-related careers, while making marine science feel fun and engaging?

Results

A short VR and dome-based game that challenges players to explore the ocean and survey marine fauna from inside a submersible.

8 fauna Featured in the game
2 apps VR and dome deployments
120+ Users playing the game

Designing for curiosity, not compliance.

As an elder sister, I'd watched my siblings grow and picked up some sense of how children in this age group behave: naturally curious, eager for new experiences, and — as they form their own identities — often looking to learn and share knowledge for social validation among their peers.

Unlike the training-focused projects I usually work on, this one's goal was to engage and captivate, not to measure effectiveness. That shift gave the team more room to think creatively about how to connect with a young audience.

01

Curious. Naturally eager to dive into new and exciting experiences — the format needed to encourage discovery.

02

Short attention span. Whatever we built had to be quick and highly engaging from the first few seconds.

03

Needs social validation. The experience had to feel rewarding, and worth sharing with peers.

Drawing on that behaviour, I proposed a casual game format — a genre celebrated for its accessibility, vibrant visuals, and fun mechanics, which lined up well with OceanX's goal of sparking interest in marine exploration.

Diagram mapping three traits of young minds — curious, short attention span, needs social validation — to three format requirements — encourages discovery, quick and highly engaging, feels rewarding and shareable — converging on casual games.
Mapping how a young player's traits should translate into the game's format and feel.

Marrying game mechanics and constraints into a lore.

Game mechanics vary only slightly across most casual games. What actually speaks to players is the storyline — the lore. To immerse young players in why marine conservation matters, the lore needed to be meaningful yet approachable, and blend seamlessly with the mechanics.

Diagram flowing from Game Objective (to survey the sea of Seychelles) to Game Mechanic (complete the observation within a given time) to Project Constraint (include trash collection as part of sea conservation) to Game Narration.
Working from objective to mechanic to constraint before writing a line of narration kept the lore grounded in what the game actually had to do.

To communicate the narration and interactions clearly, I built a detailed storyboard. It aligned the team on the vision and kept the narrative and gameplay elements consistent as the build progressed.

Storyboard frame: a hand-drawn title card reading 'Welcome to Ocean Quest, a gamified conservation experience by OceanX' — an early working title for Dive & Discover.
An early frame — the game's working title at this stage was still "Ocean Quest."
Storyboard frame: the guide scientist character introduces herself to the player — 'Hi there young pilot, excited for today's expedition? We will need to survey the ocean floor for marine animals. I'm Tammy, and I'd be the scientist tagged to today's mission.'
The guide scientist, Tammy, breaks the ice before the player takes the controls.

In the finished build, players pilot a submersible through Seychelles' reefs, tagging marine life with a laser pointer to complete the survey before time runs out.

In-game screenshot: a green turtle swims past the submersible's viewport, framed by the targeting laser, over a coral reef seabed.
Tagging a green turtle mid-survey inside the finished simulation.

Using Gen AI to produce preliminary art direction.

After the essentials were settled, I explored what could give the guide scientist, Tammy, more personality and depth — her skin tone, hairstyle, and uniform, tailored to reflect the region she represents and the game's context.

Iterating on 3D character models by hand is time-consuming and labour-intensive, so I used Dall·E to generate quick directions and speed up the stakeholder decision process.

A grid of Gen AI-produced character direction options for the guide scientist, with inline stakeholder feedback notes calling out preferred hair, glasses, buck teeth, and eyebrow details.
Generated directions with inline stakeholder feedback — buck teeth, glasses, and eyebrows all made the final cut.

The humbling experience of watching it live.

The game was showcased at a live event, and it was heartwarming to watch players return again and again just to beat their own score.

A visitor pointing at the dome screen mid-game, back turned to camera, playing Dive & Discover.
A player pointing out marine life on the dome screen during the live showcase.
Siti Nurbaya standing beside the dome installation at the live showcase, with the submersible simulation visible on screen behind her.
At the OceanX booth on showcase day.

It was rewarding to witness that excitement and competitiveness firsthand. It also proved out the lore's scalability — both the fauna and the scientist character can be localised to different regions, which makes the format versatile well beyond Seychelles.

Growing up in a mountainous region, I'd always felt a personal closeness to nature. Watching kids get pulled into caring about a reef they may never see in person was the best outcome this project could have had.

End note

Have a young audience you need to actually hook?