Leonardo Squarizzi

Tindin Educational Metaverse

Life Simulator · Management · Educational · Multiplayer · 2D

Financial literacy metaverse where students learn money management through quests, progression, and interactive systems.

Project Snapshot

  • Developer: Tindin Educação
  • Engine: Phaser
  • Time on project: 2 years
  • Partners: Faber Castell

My role & contributions

Game Designer / Level Designer

  • Game design documentation and systems ownership
  • Quest and mission design (objectives, rewards, progression)
  • Level design for districts and seasonal adventures
  • Economy balancing (costs, rewards, investments)
  • Create game events
  • UI/UX feedback and interaction design
Project Highlights

New Game Map Design

Level Design · Progression · UX

🟥 The problem

The original city layout negatively affected performance and player flow, with unclear challenge areas and poor spatial organization.

[Image 1]

🟨 What I did

I redesigned the city into distinct districts, defined visual identity through color-coding, and introduced a fast travel system to improve navigation.

🟩 Impact

The new structure improved immersion, scalability, and player engagement, becoming the foundation for future updates and events. [Images 2-6]

Metaverse city redesign 1Metaverse city redesign 2Metaverse city redesign 3Metaverse city redesign 4Metaverse city redesign 5Metaverse city redesign 6
Highlight 2 1Highlight 2 2
Origami Island overview

Seasonal Adventures: Origami Island

Game Design · Level design · Limited Events · Quest design

🟥 The problem

The metaverse relied on multiple disconnected maps with frequent loading screens and school based content.

This structure caused player lack of interest, fragmented navigation, and limited engagement over time.

🟨 What I did

I designed a seasonal adventure themed narratives and limited time rewards, independent from the main metaverse.

Origami Island was the first map built as a adventure, without loading screens.

To achieve this, I:

  • Change phaser backgroud same color as sprite water
  • Add travel system connecting distant islands
  • Add environment that changes with quests progression
  • A reward system with exclusive, themed, limited time items

🟩 Impact [Based on players feedback]

  • The event significantly increased player engagement
  • Removing loading screens improved flow and immersion
  • Limited time rewards created urgency and motivation
  • Origami became a success case for futures adventures
Other Design Contributions

Asset Database

  • Create name, category, and values
  • Configuration of interactive assets
  • Tag system for events, progress, and economy

Game Core Planning

  • Structured core narrative flows
  • Connecting decisions and conditions
  • Integration of choices, system states, and progression

Design Documentation

  • Structured GDDs for team use
  • Reusable templates for narrative, actions flows, and mission design
  • Documentation updates alongside design iterations