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Too Much At Once!

For my Game Project 2 course in February 2026, our assignment was to build a 3D game. After our pitch, the educational genre was selected, so we decided to brainstorm and focus on the topic of ADHD. ADHD has a few different types: ADHD – Inattentive Type (ADHD-I), ADHD – Hyperactive/Impulsive Type (ADHD-H), and ADHD – Combined Type (ADHD-C).

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Our game direction focuses specifically on ADHD – Inattentive Type (ADHD-I). Why? Because one of my teammates has a friend who struggles with ADHD-I, which gave us real inspiration for the project. At first, we struggled with "how to make it fun," but after consulting with our lecturers, we shifted our focus to "how to educate." When it comes to educational games, it’s not strictly about pure entertainment; it’s about delivering a meaningful educational experience.

Achievement!

Too Much At Once! has been selected for the next stage which is at the 14th International Educational Games Competition at ECGBL 2026 (competition link). As the Lead Designer, I’m incredibly grateful that our game has advanced to this stage!

My Role & Responsibilities

As the Lead Designer and sole designer on our team. I took ownership of the overall design direction across every stage of development. Working in a small team meant wearing multiple hats, requiring me to bridge the gap between creative vision, system mechanics, and technical execution.

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1. Gameplay & System Design

I was responsible for designing the core gameplay loop and shaping the player experience to answer one core question: "What is it like to live with ADHD-I?" I translated key symptoms into interactive mechanics:

  • Floating Thoughts (Bubbles) Mechanic

    • Design Goal: Simulate weak working memory and task retention.

    • Implementation: Players must tap and hold a thought bubble to stay focused, but can only hold one thought at a time. Releasing it causes the thought to fade, representing how easily people with ADHD-I forget tasks mid-execution.​​

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  • Fake Floating Thoughts (Bubbles) Mechanic

    • Design Goal: Evoke sensory and cognitive overwhelm.

    • Implementation: Decoy thought bubbles spawn to confuse the player, mirroring how children with ADHD-I often mix up details or fixate on the wrong objective (e.g., buying flour instead of bread).​​

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  • Distraction Mechanic

    • Design Goal: Convey high susceptibility to environmental triggers and time blindness.

    • Implementation: Objects like cats, toys, or snacks trigger sidetracks that waste in-game time and budget. This illustrates how external stimuli cause players to lose focus and perform unintended actions without noticing.

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  • "Calling Mom" Mechanic

    • Design Goal: Replicate external scaffolding and parental support structures.

    • Implementation: Players can call "Mom" to recover lost thought bubbles. This captures the nostalgic yet realistic dynamic of a child running errands, getting disoriented, and needing a parent's reassurance to get back on track.

 
2. UI & UX Design

I designed all the wireframes, user flows, and final UI layouts. To align the interface with the game’s educational theme:

  • Paper & Doodle Aesthetic: I styled the menus to look like handmade paper with scribbled notes, giving the interface a playful, school notebook feel that fits an educational game.

  • Clean Vertical HUD: Because the game plays in a portrait layout, I kept the HUD clean and minimal so important information remains easy to read at a glance without cluttering the screen.

 
3. Narrative Design & Worldbuilding

As the narrative designer, I established the game’s world, premise, and pacing. To give the game a strong sense of identity, I set the story in a nostalgic Asian neighborhood:

  • Culturally Grounded Setting: I designed the environment around suburban landscapes commonly seen in Southeast Asia, infusing local architectural details and everyday cultural touches into the world.

  • Setting & Premise: Developed the core story and background setting, anchoring the gameplay in a relatable, real-world context.

  • Narrative Flow & Objectives: Mapped out the overarching game progression and mission objectives, ensuring that every task and quest felt naturally tied to the setting and premise.

 
4. Level Design

I designed the 3D levels featuring a Southeast Asian suburban neighborhood and a local grocery store:

  • Authentic Yet Gameplay-Focused Layouts: Modeled the interior of the grocery store on actual local neighborhood shops, balancing real-world spatial authenticity with clear player movement and gameplay flow.

  • Atmospheric Lighting: Configured lighting setups throughout the neighborhood and shop to match the game's warm, nostalgic, and educational mood while keeping key objective areas easy to spot.

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5. Quality Assurance & Direction
  • Led regular playtesting sessions to identify bugs, balance issues, and pacing dead zones.

  • Worked closely with our programmers and artists to iterate on feedback, ensuring every system, visual asset, and feature stayed true to the creative direction.

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6. Sound Design

I find and list out every sound effects and music background needed in the game.

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7. Game Trailer

I captured and edited the gameplay and make it to a game trailer (Game trailer link).

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