Overview
Challenge
The Story
Gallery
Imagin8V Park portal artwork: a glowing blue swirling gate in a park at dusk, with Terry, the ghost dog, running toward it
Experience Design UX/UI Design, Civic Design, Educational Gaming

Imagin8V Park

Building a video game as a stepping stone to help high schoolers understand the housing crisis, and to spark real community engagement along the way.

Role
UX Designer, Motion Designer, Researcher, Creative Direction
Timeline
Fall 2025 to Present
Tools
Figma, Adobe Creative Suite, Procreate
Team
With Allie Rudnitsky, Erin Grisar, and Kyle Vang · MS Design + Innovation
What if we had the time to imagine, and the audacity to dream?
Posed by our collaborators · sparked the entire ideation process

The Challenge

Imagin8V Park is a digital empathy engine for civic transformation, an attempt to make the wicked problem of the housing crisis legible to middle and high school students and the wider community, without flattening it into something simplistic. The goal was an accessible, interactive way into a policy issue that's usually discussed only in rooms most people never get into.

The Solution

The core of the experience is an interactive, scenario-based simulation built as a high-fidelity Figma prototype, letting users digitally visualize and customize community spaces while picking up civic and housing concepts along the way. A physical portal doorway, a laser-cut silhouette of Terry the ghost dog, and printed worksheets carried the world off the screen and into the exhibit space, so visitors walked through the story instead of just clicking through it.

Imagin8V Park · Figma Prototype

Play the full click-and-play prototype right here, or open it in Figma. All motion and interaction in the prototype, including the portal intro, was designed and animated by hand.

Visual Identity

Branding

Logo

The Imagin8V Park hand-drawn wordmark: dimensional white letters with black outlines, arced across the top, with a glowing blue watercolor infinity symbol and 'A' filled in with a starry night-sky texture

Color Palette

Navy
#0F2A44
Portal Blue
#2478C9
Dusk Violet
#574C8A
Garden Green
#75A140
Soft Sky
#9FC1E5
Paper White
#FFFFFF

Fonts

Display
Imagin8V Park
Sweet and Salty
UI & Dialogue
Hmm, which house first?
Neucha
Process

Five Phases, One Prototype

We moved from rough storyboards to a click-and-play prototype in five structured phases, checking in with partners like Adams Garden Park, CR8TV House, and Adam Carr along the way.

  1. Storyboarding

    Mapped how players move through the game and where they learn.

  2. Cohesive Design System

    Locked in color, type, icons, and character style.

  3. Low-Fidelity Prototyping

    Tested structure and mechanics with simple wireframes.

  4. High-Fidelity Prototyping

    Pushed toward final visuals, guided by partner feedback.

  5. Final Draft

    Refined and finalized the handoff-ready prototype.

Core Mechanic

Customizing the Community

Players start on a digital map of a neighborhood showing real, visible problems: locked buildings and lots waiting to be addressed. Clicking into one unlocks a task, and completing it reflects back on the map itself, so the neighborhood visibly improves as players learn, turning an abstract policy issue into something they can see themselves changing.

Cast

Meet the Guides

Five characters carry players through the story: Cherry and Barry, the two guides who work with players to improve their community and, in doing so, improve their own future too, plus Peach, Remy, and Granny Smith, who round out the cast of neighbors players meet along the way.

Terry the ghost dog running, rendered as a glowing white silhouette with a cyan collar
Special Mention

Terry

The dog who acts as the catalyst for starting the player’s journey in the game.

Portrait of Sharon Adams in an ornate pink frame Portrait of Larry Adams in an ornate blue frame
Real-World Inspiration

Cherry and Barry are grounded in real people: Sharon and Larry Adams, whose continued work at Adams Garden Park has been turning blighted lots into community space since 2020.

Narrative Design

The Story

A four-beat arc carries players from the problem to their own hand in the solution, told through Cherry and Barry as guides rather than a wall of text.

01

Dystopian Present

Players start in a neighborhood in decline, the wicked problem made visible and personal.

02

Meet Cherry & Barry

Players get pulled back in time and meet their guides, right where the decline began.

03

Community Tasks

Players take on civic engagement tasks, learning housing concepts by doing.

04

Thriving Present

Players return to a present day neighborhood shaped directly by their decisions.

Key Takeaways

  • Learning directly from stakeholders like Sharon and Larry Adams made the whole project feel grounded, and worth the ambition of building a full game around it.
  • Taking that on in a single short semester meant picking up new techniques fast, and getting a much clearer sense of what’s actually realistic in that kind of timeframe.
  • The biggest lesson was how to get an idea moving no matter what stage it’s at, instead of waiting for the conditions to feel perfect before starting.
  • I’m still open to developing Imagin8V Park further, including building it out on other game engines.