Role: Lead Designer, Programmer
Genre: Educational / Puzzle / Match-3 / Mobile
Development Time: 8 Months
Team Size: 5
Available for mobile devices on the AppStore and Google Play!
Quantum 3 is an educational match-3 game for all ages where fun meets quantum physics! Build subatomic particles, learn about the mysteries of fundamental physics and deploy antimatter to clear the way! You'll match and swap quarks to make (and learn about) the baryons you need for each objective. Puzzle out the quantum properties of color, flavor and spin. So get in there and start your quantum-venture! Quantum 3 is puzzle-matching at its finest and a great intro to the world of particle physics!
Quantum 3 was announced at the 36th Annual International Symposium on Lattice Field Theory and published a Proceeding of Science with the rest of the conference entries. It was also showcased at the Traverse City Film Festival and Meaningful Play 2018.
Design and implementation of main mechanics
Design and balance of levels
Main communication for the client
Collaboration with artists on visuals and layout
Proceeding of Science:
Quantum 3: Learning QCD through Intuitive Play
Designing for Education
Funded by the National Science Foundation to promote the movement of getting more girls into the STEM field, Quantum 3 was developed to teach young kids fundamentals of quantum physics. The goal of the game is to bring people in with fun and intuitive mechanics while subtly teaching them about the particles all around us!
Despite quantum physics being a complicated subject, the game's core mechanic of matching a green, a blue, and a red tile is very simple and never changes. Because of this, no matter what content the game is presenting, the player always knows how to progress.
Despite being limited by the need to maintain the integrity and accuracy of the physics presented in the game, Quantum 3 manages to have fun and intuitive mechanics to drive the player forward.
Art and Level Layout
The level layout went through many iterations to improve player usability. The game needed its game board to be as large as possible, but also needed the objectives noticeable and buttons within reach. I spent a large portion of my time collaborating with my team and playtesters to achieve this.
I also collaborated with the art team to design the tile sprites of the game. We wanted them to hold all the necessary information while being as uncrowded as possible. We wanted things clean and unbusy with mostly flat, succinct colors.
For this game I was responsible for project and team management. Collaborating with every discipline on the team, I was in charge of delegating tasks and making weekly plans to keep the project progressing towards release.
I also maintained contact with the client and scheduled meetings. I presented the project to them every two weeks and discussed with them how to proceed. During the school semester the client was very busy traveling and we conducted most of our communication through emails and Zoom meetings.