MÓNICO CHÁVEZ
Games • Apps • Illustration • About
As a Senior Game Artist at Lumosity, I designed educational, science-based, brain-training games. Here are a few of my favorite projects.
🌱 Organic Order
Organic Order is a logic game built around organizing your garden according to an increasingly restrictive set of rules.
This game’s complexity could grow quite quickly! During development, we focused on slowly introducing features and complications over the first few gameplay sessions – rather than all at once. This allows users to ease into the experience and have a sense of mastery and achievement when reaching higher levels.
✨ Space Trace
Space Trace is designed around the concept of Design Fluency – visual problem solving and the generation of novel visual designs. Our goal was to transform the Computerized Design Fluency (C-DF) Test into an engaging and simple-to-understand game, without loosing the scientific efficacy.
“This is the most relaxing and beautiful game yet. My mind loves to play here.”
We focused on getting users into a flow state in a few ways:
Responsive, satisfying interaction – whether users choose to tap or drag
An intuitive building/loosing energy feedback system, to encourage quick and accurate input
And an adaptive time bonus system, which enables users with reduced response times to be assessed fairly
Word Snatchers on Web (Flash, HTML5)
👾 Word Snatchers
Our mandate for Word Snatchers was to create a top 10 Lumosity game – language games are consistently high performers in the educational game space.
We identified two key design constraints to guide development from the start:
The interaction shouldn’t require a virtual keyboard on mobile. During user research, we found on-screen keyboards can be very difficult for older users to interact with quickly. We wanted the letters to be easy to tap and to telegraph the desired interaction.
The time limit should be obvious to the user and a key part of the game design. In testing previous timed games, some users found it difficult to keep an eye on the clock while interacting with main gameplay elements. Through play testing and rapid digital prototyping, this lead to the intuitive “abduction” timing system.