Grimoire of Time: Learning Through Play
Blending second-language learning with immersive fantasy gameplay
UX Strategy
Game Design
Learning Games


PROJECT BREAKDOWN
Challenge
Design a video game that supports second-language acquisition while maintaining immersion and integrating learning seamlessly into the gameplay experience.
Goal
Create a narrative-driven action-RPG where language learning feels natural, enjoyable, and deeply integrated into story progression and world exploration.
Tools
Unity, Blender, Substance, Adobe Creative Suite
Roles
Research, Data Analysis, Visual Communication, Game Design, Level Design, UX Design, 3D Modeling
Details
Team: Gabriel, Jeferson, Lucas, Marcell, Roberto, Tiago, Yuji
Timeline: 2 years
Research
The team conducted surveys with 141 participants, gathered feedback from over 60 game professionals at four industry events, and studied friction points in language learning. Insights from both players and experts informed game mechanics, narrative pacing, and learning strategy.
Outcome
Grimoire of Time is a third-person action-adventure RPG where language learning is embedded in exploration, dialogue, and puzzle-solving. Players use magical tools to observe, read, and listen in a second language. A prototype was developed in Unity guided by user-centered design and business strategy.
DESIGN CONTRIBUTIONS
Learning Mechanics
Designed language-learning systems embedded in interactive tools. These tools use color-coded lenses (blue for observing, red for reading, and green for listening).
Gameplay and Combat Design

Developed core combat mechanics, player controls, and real-time interaction systems to balance language acquisition with action gameplay.
Visual Identity and Marketing

Created the game’s visual identity, including the logo, website, printed materials, and promotional assets used for outreach and business events.
Interfaces and UI

Built the user interface, including in-game menus, HUD elements, and onboarding screens to ensure accessibility and smooth navigation.
3D Modeling and Level Design

Crafted dozens of 3D assets and created gray-box environments to prototype spatial layout, player flow, and game progression.
Worldbuilding and Narrative

Scripted the game’s storyline and developed the narrative universe, ensuring that the language learning goals were deeply tied to character dialogue and world events.
BEHIND THE SCENES
Second-Language Acquisition Strategies
Studied effective language learning methods and adapted them into game mechanics that support contextual learning through interaction and exploration.
Friction Points in Learning Games
Identified common barriers in educational games (such as forced repetition or lack of immersion) and designed systems to reduce cognitive overload.


User Testing and Feedback
Conducted surveys with over 140 players and game professionals to test mechanics, visuals, and learning impact across multiple development stages.
Industry Analysis
Gathered insights from 63 professionals across 56 companies during game business events to align the design with market expectations and player preferences.