Petra's Planet
← Back to Work
Players' avatars gathered in the Petra's Planet hub world
Role Lead Game Designer
Studio Dramaforum
Period Feb – Nov 2014
Team Around 10 people
Released May 2012

Petra's Planet

Online educational world for kids

I took over a platform with near-zero retention and reimagined it from a disconnected series of mini-games into a connected social world.

01What I owned

As Lead Designer on the project, it was my goal to design and pitch features that focused on social and retention features, as well as implement multiple rewards for learning and exploring.

  • Designed the main hub world that connected all players together
  • Retention features: a members-only mansion, a daily prize chest and a coin waterfall
  • Customizable avatars, personal spaces and pets, and the inventory to hold it all
  • Designed an in-game economy to sustain long-term engagement across the full content offering
  • Led live feature design and iteration across all new product development
  • Used activity data and player metrics to tune existing features and validate new content
  • Wrote narrative copy
  • Pitched and defended game features to owners without a games background

02Where it started

Petra's Planet was an online game platform for kids with the goal of educating them about real world cultures.

It launched in May 2012, before I joined, as a virtual world for children aged 6 to 11, with four countries to explore (Sami land, Senegal, Sri Lanka and Jordan) and more than 47 mini-games.

Petra, the title character, standing on a green hill between a snowy cabin and a rock-cut temple
Petra, from the game's homepage art.

When I came aboard, the game was already live, but it was missing an element of 'magic'. It felt empty and disconnected. There was also no reward structure or sense of play when completing the education lessons.

The project had next to no retention and was really struggling to keep users on day 2, let alone day 30 or much further.

03Bringing players together

First was the design of a main hub world where all players would load into. Previously, players would be loaded into a randomized location and left to explore from there. Connecting everyone together encourages players to socialize and make friends, so they could then explore the world together.

Where players load in Before Loaded into a randomized location. Left to explore from there. After Main hub All players load into the main hub. Socialize and make friends, then explore the world together. player place to explore where a player loads in Where players load in Before Loaded into a randomized location. Left to explore from there. After Main hub All players load into the main hub. Socialize and make friends, then explore the world together. player place to explore where a player loads in
Where players loaded in, before and after the main hub.
Avatars standing and chatting in a plaza beside a waterfall full of coins
The main hub, where every player loaded in. The coin waterfall is on the left.

Some common retention features were also implemented, such as a 'members only' mansion, a daily prize chest, and a magical waterfall that would pour coins to collect a couple of times a day.

04Rewards and economy

In order to reward players for exploring and completing missions, customizable avatars, personal spaces and, later, pets were added to the game. This allowed for many more things for players to buy, and gave the ability for special objects to be given to players to wear, display in their homes or dress their pets with.

A player's room decorated with a swan bed, a unicorn statue and plants, with a pet monkey beside the avatar
A personal space, decorated with collected items.

I also designed an entire economy to further keep users engaged with all the game has to offer.

And of course, with all of that, you needed something to carry it all in!

The My Inventory screen, drawn as an open suitcase holding furniture
The inventory, shown here as a suitcase.

05Making the case

When first proposed, these features were met with great apprehension because they were not educational. When I first pitched the inventory (originally a backpack), it was met with "that's silly! A couch can't fit in a backpack."

The owners of the company did not have a games background, so it took time to explain the value of these features and how they made a complete game loop, which would encourage players to engage in the educational components even more.

These features eventually became celebrated and paved the road for more magic in later updates.

I transformed this game into an online space that kids wanted to come back to by improving social interactions, adding desirable social spaces, and creating simple and repeatable reward loops. It significantly increased user retention and monetization potential.

06What I learned

That project taught me how to read player behavior data, identify what's not working, and design solutions that move the needle. It also taught me how to create spaces where players make their own stories and connections.

Skills Applied

Live Ops Kids Games Social Design Retention Design Economy Design Stakeholder Management