
Unity
Windows x64
MacOS (Silicon)
iPad
Android
Crabertay
2023
Team
Year
Engine
Platform
Roles
Game Designer.
Audio Producer.
Hidden Haven: Woodland View
A collection of mini-games with a focus on wellbeing.
Developed for use inside additional support need (ASN) classroom environments as a classroom aid, Hidden Haven was designed to ease the transition to new school environments for ASN children, which can otherwise be a difficult and traumatic process for ASN students.
Developed in collaboration with Abertay Game Lab, McLaughlin & Harvey Construction, and East Dunbartonshire Council.
Co-designed by pupils of Merkland ASN School.
Work Conducted
Game Design
The focus of this project was to combine fun and supportive minigames together in a manner that would allow incoming students to learn the layout of their new school. This meant each member of the team got to have their own input in designing minigames that could focus on different aspects of social development, be it motor skills or creativity skills. What was most important about this process was rapidly prototyping these minigames to understand which ones we should focus on first.
This would then be tied together in a hub world where the player could move around the layout of the school to select the minigame they wished to play. To keep in the theme of the overall game, the school would be modelled after a jungle enclosure, allowing the students to look at the map and yearn to explore the environment while learning about the school organically in the process.
Image Gallery
Audio Design
I had to make a number of different music tracks for this game owing to the number of minigames involved. I took time to make sure each one felt distinct and memorable as from my own personal experience hearing tracks from my childhood brings back a wave of nostalgia that comforts me, so to potentially bring that same experience to number of children was something I wanted to get absolutely right.
This project also brought me to a level of comfort with implementing audio that gave me confidence to spend more time in pre-production planning out the soundscape as a whole, rather than improvising during the process. I felt this made the UI especially within this game a lot more pleasant to interact with.




Example tracks.
These were a few of the tracks I made for the game.