COSMO LENS
Overview:
Cosmo Lens is an educational space game influenced by games like Pokémon Snap and Starfox 64, created for Legends of Learning. As a game designer, I was responsible for shaping the core mechanics, creating the enemies, balancing gameplay for younger audiences, and ensuring that educational learning objectives were integrated naturally into the experience. I also designed all sound effects and composed the original soundtrack.
Duration: 3 months
Team:
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Scott Burgess - Gameplay Programming, Game Design, Sound Design, Composition
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Gerald Clark - Gameplay Programming, Game Design
Game Engine: Unity 2022.3.5f1
Responsibilities:
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Designed and balanced core gameplay mechanics to create an engaging, accessible experience for younger players.
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Integrated educational objectives into the gameplay loop to align with Legends of Learning’s curriculum goals.
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Developed progression systems and player feedback loops that encouraged discovery and replayability.
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Created all sound effects using Serum and Reaper, tailoring audio feedback to support player actions and enhance immersion.
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Composed the original soundtrack in Reason 13, blending atmosphere and excitement to match the game’s pacing and narrative beats.
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Collaborated with the development team to ensure consistency between visual design, gameplay mechanics, and audio experience.
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Conducted iterative playtesting to refine mechanics, audio balance, and player engagement.

Game Design and Core Mechanics
Before the project began, the lead developer and I brainstormed game concepts from Legends of Learning’s topics.
Since we both loved outer space, we decided to center our game around the solar system.
Once we secured a studio slot and approval, we began drafting the design document.
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Cosmo Lens began by defining how players would interact with the solar system in a way that was both educational and engaging, while meeting the objectives of Legends of Learning.
Level Finished - Paper Prototype

Our first concept drew inspiration from Star Fox 64, where players dodged asteroids and battled enemies.
But we realized this loop didn’t help players learn about the planets themselves.
To address this, we introduced a Pokémon Snap-inspired mechanic that allows players to photograph space creatures, along with a scanning mechanic. This broke up combat and created natural moments to deliver fun, educational facts about each planet.
Starlog Scanning - Paper Prototype
Game Design Goals:
1. Blend education with fun
Cosmo Lens was built to teach space concepts in an interactive way. Scanning planets rewarded curiosity and encouraged players to pay attention to details.
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2. Incorporate observation mechanics
Players could photograph fictional celestial creatures, adding discovery and collection elements. This gave variety to gameplay and encouraged exploration beyond combat.
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3. Arcade-inspired progression
Levels, inspired by Star Fox 64, were designed to be fast-paced and rewarding. Mechanics were introduced gradually to keep the challenge engaging without overwhelming players.

Ship and Dialogue Prototype

3rd Person Ship Cam Prototype

Isometric Fight Scene Prototype

Prototyping enemy movement, the player laser, and multishot powerup

Prototyping follower enemy and speed boost powerup

Designing the black hole SFX using Serum 2.

Composing the Level Select menu music using Reason 13.

Designing the black hole SFX using Serum 2.