The project grew out of my interest in children's books, educational games and generative design. At the time, most interactive story games were unimaginative ports of analog books. I aimed higher: meaningful interactivity and infinite replayability. Step one was breaking character drawings down into parametric systems.



In Processing, I built a character editor that generated a fully parametric skeleton, and a drawing engine that rendered it as vector art. Testing with kids along the way (thanks, Bjørns International School!) turned that editor into a real game, with an overarching narrative and non-player characters.

For the tech nerds: a simple, extendable CSV mapped typed words to skeleton parameters. A lightweight animation editor let me script movements, parameter changes and speech, then render them as video, which came in handy for presentations and this portfolio.









