Radiation Hunter

Radiation Hunter

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(About)

Client:

Strahlenschutzkommission

Role:

Product Owner in a team of 8

Date:

Q1 2024

Radiation Hunter is a 3D adventure and puzzle game developed for the German Commission on Radiological Protection. It teaches radiation safety through immersive storytelling and gameplay. Players navigate a city emergency as Alex, solving radiation-based puzzles alongside an AI companion to protect the population. Exhibited to the commission and designed to make complex safety concepts accessible and engaging for the public.
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(Process)

(01)

Research & Translation

Understanding the German Commission on Radiological Protection's brief. Then translating dense technical and medical content into concepts a general audience could actually engage with, without losing scientific accuracy.

(01)

Research & Translation

Understanding the German Commission on Radiological Protection's brief. Then translating dense technical and medical content into concepts a general audience could actually engage with, without losing scientific accuracy.

(01)

Research & Translation

Understanding the German Commission on Radiological Protection's brief. Then translating dense technical and medical content into concepts a general audience could actually engage with, without losing scientific accuracy.

(02)

Game Design & Narrative

Designing a quest structure that made radiation safety tangible: building a story world, NPCs, and puzzle logic that taught protective behavior through play rather than instruction. Every mechanic had to carry educational weight without feeling like a lesson.

(02)

Game Design & Narrative

Designing a quest structure that made radiation safety tangible: building a story world, NPCs, and puzzle logic that taught protective behavior through play rather than instruction. Every mechanic had to carry educational weight without feeling like a lesson.

(02)

Game Design & Narrative

Designing a quest structure that made radiation safety tangible: building a story world, NPCs, and puzzle logic that taught protective behavior through play rather than instruction. Every mechanic had to carry educational weight without feeling like a lesson.

(03)

Visual Design & Accessibility

The visual language had to work against the subject matter because radiation and emergency scenarios carry inherent anxiety. The design decision was to counterbalance that weight with a world that felt inviting enough to explore freely, without trivializing the real-world stakes.

(03)

Visual Design & Accessibility

The visual language had to work against the subject matter because radiation and emergency scenarios carry inherent anxiety. The design decision was to counterbalance that weight with a world that felt inviting enough to explore freely, without trivializing the real-world stakes.

(03)

Visual Design & Accessibility

The visual language had to work against the subject matter because radiation and emergency scenarios carry inherent anxiety. The design decision was to counterbalance that weight with a world that felt inviting enough to explore freely, without trivializing the real-world stakes.

(04)

Exhibition & Delivery

Delivering a finished, playable product to a government commission meant there was no room for "good enough." Every design decision had to hold up under scrutiny from scientific experts who knew the subject better than anyone.

(04)

Exhibition & Delivery

Delivering a finished, playable product to a government commission meant there was no room for "good enough." Every design decision had to hold up under scrutiny from scientific experts who knew the subject better than anyone.

(04)

Exhibition & Delivery

Delivering a finished, playable product to a government commission meant there was no room for "good enough." Every design decision had to hold up under scrutiny from scientific experts who knew the subject better than anyone.