Skyline
Salvagers

A game for 8- and 9-year-olds where what you collect is what you build with.

Role
Game design, AI prototyping, research
Timeline
4 weeks · Fall 2026
Team
3 designers · INFO 697

Most collecting games for kids end the same way: you get the thing, and it goes into an album. We designed one where what you collect is what you build with.

Most collecting games for kids end the same way: you get the thing, and it goes into an album. We designed one where what you collect is what you build with.

Most collecting games for kids end the same way: you get the thing, and it goes into an album. We designed one where what you collect is what you build with.

Pepper the mail pigeon needs to get a heavy crate across a gap between floating islands. Kids salvage parts from junk, build an invention, test it, and change one thing when it misses.

The challenge

Kids are collectors before they’re experts.
Their games hide what things are worth.

Kids are collectors before they’re experts.
Their games hide what things are worth.

Eight- and nine-year-olds are natural sorters, comparers and testers. But the games they play hide value, nudge them toward spending, and rarely let them do anything with what they collect.

How might we make collecting something kids use to build or solve things, and let them see how their finds can be sorted?

Salvaging a spring from a squeaky couch
Salvage: a spring from a squeaky couch
Build view with the crate, the gap and the parts tray
Build: one setting per part
A miss, with the dotted line of the last try
Test: the dotted line keeps the last try
My approach

Research as a team, then I built it.

Research as a team, then I built it.

1

desk research

desk research

desk research

2

game teardowns

game teardowns

game teardowns

3

concept sprint

concept sprint

concept sprint

4

solo build

solo build

solo build

What we found

Kids can reason about almost anything, as long as they can see it.

Kids can reason about almost anything, as long as they can see it.

They think in things, not ideas. Kids this age sort, order and compare confidently, but only with visible, concrete things.

They experiment, but not like scientists yet. Changing one thing at a time is still hard, so the game has to make it easy.

They can’t reliably spot a trick. Most kids miss manipulative design, so we left it out entirely: no timers, currencies, ads or purchases.

Every game we tore down hid something from the child.

Every game we tore down hid something from the child.

In my teardown of Prodigy Math, a right answer turns straight into magic, so the feedback feels tied to the child’s own action. But the math sits in front of the fun instead of inside it. Across all three games, collecting mostly marked progress. That left an open space: a game where what you collect is the tool you play with.

My Prodigy Math teardown in FigJam
My Prodigy Math teardown
My Crazy Eights sketches
My Crazy Eights: eight collecting worlds in eight minutes
What we designed

Every failed test should teach something.

Every failed test should teach something.

One loop a child can understand by looking, tapping and watching. A miss names what happened and keeps the build, so trying again is cheap.

Salvage
Build
Test
Change one thing
New blueprint
The core loop. Three ways across: launch & catch, push across, ramp jump.
What we learned
What we built

Kids reason best about things they can see

Each part is named by its job: Spring · Launches

Testing one variable at a time is hard

One setting per part, three named steps; the last try stays as a dotted line

Dead ends frustrate

A question after two misses, a tip after three, never the answer

Reading varies a lot

Prompts read aloud, icons beside words

Key decisions

No precision dragging.

No precision dragging.

My first build let kids drag parts, stretch the net and squish the spring by hand. Too fiddly for this age. It became: tap a part, then pick one of three big buttons. The challenge moved from the hand to the decision.

Build view before and after
The build screen, Nov 1 → Nov 4

A real moment of discovery.

A real moment of discovery.

A critique found three names for the same things and a weak payoff when a build first worked. Now the world bursts first, then NEW BLUEPRINT UNLOCKED, then two clear choices. And one vocabulary everywhere: Parts, Blueprints, Treasures.

The blueprint moment before and after
The blueprint moment, before and after

Less UI was clearer.

Less UI was clearer.

Testers couldn’t tell how to move the spring. I built a bigger MOVE SPRING control with a glowing spot, an arrow and a demo hop, and it tested more confusing. I reverted it. The fix that stayed: the button names where the spring goes, “Move ↓” or “Move →”.

Testing

The loop made sense. The world made players curious.

The loop made sense. The world made players curious.

I built the game on my own with AI coding tools, over 53 versions in a week. I wrote every prompt; the AI wrote the code. Each round, I watched where players hesitated and made one targeted fix. Classmates finally played the full loop alone, without instructions.

First drafts with my critique notes, and the fifth iteration
First drafts with my critique notes, and the fifth iteration
First drafts with my notes (“looks too dismal… too blocky”) → 5th iteration

Players didn’t know how to start. The nearest junk now wiggles: “Tap the object to salvage it!”

Players got lost after collecting. Pepper points back to the workshop, which pulses.

Blueprints felt unearned. A bigger celebration, and the blueprint pinned to the wall.

Outcome

A playable game, live on the web.

A playable game, live on the web.

Classmates played the full loop on their own, without instructions.

Classmates played the full loop on their own, without instructions.

Next: test with 8- and 9-year-olds on a school tablet.

Next: test with 8- and 9-year-olds on a school tablet.

My role

I built the whole game on my own: I took a teammate’s concept, refined the gameplay and wrote every AI prompt across 53 versions. On the research side, I did the Prodigy Math teardown and explored themed-world concepts.

What I learned

The best fixes came from watching exactly where players hesitated, not from adding features. And designing for kids often means deciding what the game will never do.

let’s connect ★

let’s connect ★

let’s connect ★

new york

4:06:18 AM

[gmt -4:00]

2026. jane nguyen

open to product design roles
[graduating 2027]
2026. jane nguyen
2026. jane nguyen