Kahoot! Math Games
Kahoot! Math Games are a product of Kahoot! School software used in classrooms and at home for homework purposes. The games are designed with learning in mind helped my Kahoot's Learning designers and every teacher and her students willing to help us playtest and give us feedback on the games.
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The games help the students understand and grasp different concepts such as fractions behind represented on a line or multiplications shown as arrays and shapes.
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Kahoot - Dragonbox Game Studio.
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Released in winter and spring 2023 - 2024.
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Using a custom game engine.
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Aimed for young students and teachers.
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Mentee by veterans of the industry.
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Learned puzzle level design for all levels.
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Created all the levels for the solo game mode.
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Researched and explored different level design approaches.
I worked on both Duck-duck Fractions and Pop-pop Multiplication during a 6-month internship asTechnical Level Designer. This internship was part of my final year of a double degree program at the Institut de l'Internet et du Multimédia in Paris following the Master's in game and level design.
Level Design Missions
Duck-duck Fractions
Design the solo game mode
My first task after familiarizing myself with the various projects was to create the single-player mode of Duck-Duck Fractions.
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I started with pre-production, planning what the lessons, learnings and student progression would be in this new single-player game mode.
Dividing the single-player mode into different worlds and each world into different sessions, then with the help of the learning designer and lead game designer I divided up the different gameplay elements and lessons.
In this context, the lessons are what we want the student to study and the course elements he'll be practicing in the session.
Create the fractions
To easily track and plan the creation of levels, their consistency and difficulty, I've created an RLD document.
For each world, I took into account three key points to determine its usefulness in the player's overall progression:
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The overall objective of the world, what the team wants the student to understand and integrate.
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What gameplay elements are introduced and presented to the player.
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What academic lessons the student acquires while playing and manipulating the levels.
Similarly with fractions, I have detailed each fraction by its atomic parameters:
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Type of fraction (whole, negative, decimal...)
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Number of actions required to win
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Number of fractions offered
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Ruler type (line, segment, circle)
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Level's shape (fractional, empty, full...)
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Starting the level on 0




Integrating and testing
Once all this pre-production was in place, level creation and implementation was quick and efficient in the studio's in-house level editor.
The various playtests in class helped me to see my work in a different light, and the feedback from the students helped me to improve my work and ultimately create the best possible levels for the game's target audience.

Pop-pop Multiplication
Design the solo game mode
To create this single-player mode, I learned from the experience gained from my previous mission.
Planning worlds in advance is very useful, as it allows you to monitor the addition of features and control the learning process.
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An RLD document isn't necessarily relevant to this project; with fewer game elements, creating and maintaining such a document isn't so important.
And so the parameters established in the document used to plan Duck-duck Fractions have been slightly modified.

Create the puzzles
Levels are created in a customized visual editor where each element is manually placed on the level grid.
I learned a lot from creating levels on Duck-Duck Fractions, so I was much more efficient on Pop-pop, even if it took me a while to get used to the more complex levels.

Other Tasks
Data analysis
As Kahoot! has access to various data tools, I was able to learn how to analyze player data on each level.
I was able to create events to retrieve the data needed to learn more about how my work is received.
Public playtests
In order to test its various projects, Kahoot! organizes playtests in partner teachers' classrooms.
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These playtests are necessary: they allow us to test how students play without our help, and how they understand and feel the game in a way that cannot be verified with adults.
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Without testing and observing how children, not adults, behave while playing, we wouldn't be able to adapt and correct the problems in our games.


Conclusion
This internship was an opportunity for me to progress as a level designer by taking part in the production of an ambitious game still in the pre-production phase. I worked on various aspects of level design, storytelling and the conception of game mechanics and aspects that will be integrated into the final version of the product. This has enabled me to develop my skills in these key areas of game production.
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I was able to hone my skills and learn new ones, particularly in the area of level design, where I did a lot of research and production, while still having the freedom to work as I wished.