RD* studio

Case 04 — Escola da Inteligência · socio-emotional education · 2020

Every neighborhood is an emotion

Brazil's leading socio-emotional education company asked for a game with LMS features. The answer was a city — and a research system built to outlive it.

Role
UX · UI · Research · Lead
Scale
A game mapped per school grade; first MVP for 4th-graders
Methods
Kanban · Qualitative research · Benchmarking · Design patterns · Project-based learning
Status
2020 · Under construction
01 — The situation

A ton of content. No world to hold it.

By 2020, Escola da Inteligência — a company created by leading names in socio-emotional education in Brazil — had accumulated a deep content library: drawn characters sorted by age, by school grade, and by emotion, tied to years of classroom lessons. The brief was to turn that library into a game with LMS features, with every illustration produced in-house by an illustrator I led.

The hard part was the intersection. Each grade came with its own characters, its own lessons, its own emotions, and its own OKRs — and the players ranged from kids to teenagers, whose research needs differ by persona and age range. On top of the design work, the project meant managing the team and reporting directly to the CEO.

3axes sorting the library — age · grade · emotion
2layers of game map — world · neighborhoods
4thgrade targeted by the first MVP
1in-house illustrator, led directly
02 — The turn

Infrastructure first, worldbuilding second

Two decisions defined this project, and neither of them looks like game design.

First: before designing a single screen, I built an atomic research structure — a system able to sustain every need for end-user input, deliberately scoped to serve all upcoming projects, not just this one. Research here was not a phase on a timeline; it was infrastructure the whole company could draw from.

Second: I wrote a game statement — one scope document fixing platforms, target audience, game objective, monetization models, benchmark, pedagogic context, player experience and more. Every effort that followed pointed back at that document.

Research was built as infrastructure, not scheduled as a phase.
ATOMIC RESEARCH REPOSITORY research atoms mapped per persona × age range (kids → teens) Cidade da Memória · game 2020 · this case Itinerários LMS · case 05 2021 · ecosystem reused upcoming projects same personas, same atoms
The atomic research ecosystem — built for this game, scoped for every project after it.
03 — The work

Building the city, block by block

  1. One game per grade, mapped as an intersection

    I started by mapping a game for each school grade — understanding where its characters, lessons, emotions and OKRs intersected — and mapped the research needs per persona and age range across kids and teenagers. Then I amassed the available content, starting with the actual characters tied to the grade prioritized for the game.

    CHARACTERS LESSONS EMOTIONS OKRS grade 01 grade 02 grade 03 grade 04 grade 05 ONE GAME PER GRADE MVP · 4th grade
    The grade-by-content intersection map — the MVP slice highlighted.
  2. A game statement as the contract

    The scope document fixed platforms, target audience, game objective, monetization models, benchmark, pedagogic context and player experience in one place — written explicitly to direct all efforts. When a company has this much content, the risk is not running out of ideas; it is drowning in them.

  3. Patterns for a 4th-grade player

    For the first MVP — 4th-grade kids — I created the design patterns: style sheets, component sheets, everything UI and front-end development would need to build consistently. The same discipline I bring to enterprise design systems, aimed at 4th-graders.

  4. The corrosion mechanic

    I created patterns for in-game corrosion: certain actions from the player — or inaction — would degrade the game's structures. The world does not wait for the player; it responds to being neglected.

    sustained corroding degraded PLAYER ACTS · STRUCTURES HOLD INACTION · STRUCTURES DEGRADE
    The corrosion pattern — action, or the lack of it, changes the state of the world.
  5. Mapa Mundi, neighborhoods, and the shape of a path

    The game map splits into two layers: the Mapa Mundi, giving access to the neighborhoods, and the neighborhoods themselves — each one representing an emotion the kids encounter in class. For every neighborhood I devised a design pattern instilling a feeling of choice through different paths, rewarding curiosity with easter eggs, and dividing checkpoints to distribute cognitive load equally across the path.

    MAPA MUNDI · ONE BLOCK = ONE EMOTION E · 01 E · 02 E · 03 E · 04 E · 05 E · 06 INSIDE A NEIGHBORHOOD easter egg two paths = choice · checkpoints split cognitive load evenly
    Two layers of the world — Mapa Mundi for access, neighborhoods for one emotion each.
04 — Where it landed

The world is unfinished. The engine already paid off.

This case is honestly marked under construction — the game itself has not shipped, and I make no claims that it has. What is documented is what the project produced along the way: a written game statement directing all efforts, design patterns and component sheets ready for UI and front-end development, and the mechanics of a world — corrosion, choice, evenly distributed cognitive load — designed for 4th-graders.

One deliverable has already proven itself outside this project: the atomic research ecosystem. A year later, when socio-emotional education became mandatory in Brazilian curricula and the company needed an LMS fast, that same ecosystem was reused — same personas, connected research outputs — to speed delivery of the platform that is live today. The next case tells that story.

Internal, unreleased work — no public artifacts to link yet.

What this says about how I work

  • I treat scope as a design artifact — the game statement fixed platforms, audience, monetization and pedagogy before any screen existed.
  • Built to outlive the project — the research structure was scoped for every upcoming project, and it was reused for an entire LMS a year later.
  • I lead while making — managing an illustrator and reporting to the CEO while drawing the style sheets and component sheets myself.